Base Class: Sorcerer
Progenitor's are feared by many due to their overwhelming power, and their potential to lose control. Their magic is infused by the power of their Dragon Soul.
Dragon spirit
At 1st level, you choose one type of dragon as your spirit. The damage type associated with each dragon is used by features you gain later.
Draconic Spirit
| Dragon | Damage Type |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Green |
Poison |
|
Red |
Fire |
|
Silver |
Cold |
|
White |
Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Blood
At 1st level you can use a bonus action or reaction to allow magic to flow through your body, it causes physical traits of your dragon spirit to emerge.
- You are resistant to slashing, bludgeoning, piercing damage, and whatever element your Draconic Spirit possesses.
- While using Draconic blood not wearing armor your AC equals 10+ Dexterity modifier+ Constitution modifier
- While using Draconic blood you can only cast cantrips with your Dragon spirit's damage type or use melee weapons. You can use spells, but if you use a spell of a different damage type it will cost 1 sorcery point along with a spell slot
- This form can be used for 1 minute, if you decide to use it longer than that you must make a constitution saving throw DC 12, failing will result in you entering into Dragon's Rage. at Level 6 the constitution saving throw lowers to DC 8, at level 12 the constitution saving throw lowers to DC 4, and at level 18 the constitution saving throw lowers to DC 1
Cantrips
Black or Copper Dragon: Acid splash, Primal Savagery
SIlver or white: Ray of Frost, Frostbite
Red, gold, or brass: Control flames, Fire bolt
Blue or Bronze: Lightning Lure, Shocking grasp
Green: Poison spray, infestation
Draconic Traits
At level 1 The Progenitor's Dragon blood, grant's the Progenitor instincts based on the domain the Dragon Spirit resides in.
Black, or Copper Dragon: The Progenitor has advantage on perception checks in swamps and they can swim with a speed of 30 ft. They can traverse difficult terrain in swamps as though it was normal terrain.
Silver, or white Dragon: The Progenitor can move through any arctic terrain, and are unaffected by difficult terrain in these areas. They can climb icy surfaces with a speed of 30 ft. While in arctic terrain your group can't get lost.
Brass, Gold, and Red Dragon: The Progenitor can traverse mountain terrain as if it were normal terrain, and they aren't affected by difficult terrain in these areas. They have advantage on acrobatics checks in this area.
Blue, and Bronze Dragon: The Progenitor has advantage on perception checks in desert terrain, and they have advantage on acrobatics checks in this area. When you forage you can immediately find water in deserts, and they can traverse difficult terrain as though it was normal terrain.
Green Dragon: The Progenitor can climb trees with a speed of 30 ft, they have advantage on perception checks in forests, and they can traverse difficult terrain in forests as though it was normal terrain.
Draconic constitution: The Progenitor is immune to disease
Draconic Fury
At second level the Progenitor can use sorcery points, which you can expend to instantly to give you an advantage but at a cost. Upon hitting zero sorcerer points your Draconic instincts will take over, and you go into a Dragon's Rage.
Dragon's Rage: Any concentration spells the Progenitor casted ends, and the Progenitor's Dragon Blood takes over. The DM takes control of your character as your Draconic instincts take over and you go berserk. Attacking anyone in sight including allies. During your turn you can attempt a constitution saving throw DC12, failing you will continue to rampage, succeeding a saving throw ends Dragon's Rage. Dragon's Rage immediately ends if you're knocked unconscious, or hit by a total of 13 points of psychic damage. When Dragon's rage ends you go to 1 sorcery point.
Upon reaching level 6 your constitution saving throw lowers to a DC 8
Upon reaching level 12 your constitution saving throw lowers to a DC 4
Draconic power
Starting at 6th level, you can utilize the following abilities. Each use costs 2 sorcery points.
- Multiattack: You make three attacks
- Bite: Melee weapon attack 3+charisma modifier to hit, reach 5 ft. Hit: +1d6 Damage type of Dragon spirit
- Dragon's slash: Melee weapon attack 5+charisma modifier to hit, reach 5ft. Hit: +1d8 Damage type of Dragon spirit
Number of dice increases to 2 at 14th level, and 3 at 18th level,
Dragon Wings
At 6th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn costing 2 sorcery points.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Breath
At level 14 you can use Draconic Breath as an action. To use again without a short rest you must use a bonus action to roll a D20 and get a 5 or 6, if you fail you lose 1 sorcery point, if you succeed the ability can be used again.
Black, or Copper Dragon: You exhale acid in a 15 foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 5d8 acid damage on a failed, or half as much damage on a successful one.
Silver, or white Dragon: You exhale an icy blast in a 15 foot cone. Each creature in that line must make a DC 15 Constitution saving throw, taking 4d8 cold damage on a failed, or half as much damage on a successful one.
Brass, Gold, or Red Dragon: You exhale fire in a 15 foot cone. Each creature in that line must make a DC 17 Dexterity saving throw, taking 6d6 fire damage on a failed, or half as much damage on a successful one.
Blue or Bronze Dragon: You exhale lightning in a 15 foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 3d10 lightning damage on a failed, or half as much damage on a successful one.
Green Dragon: You exhale poisonous gas in a 30 foot cone. Each creature in that line must make a DC 14 Constitution saving throw, taking 7d6 poison damage on a failed, or half as much damage on a successful one.
Draconic Form
Beginning at the 18th level, you can channel the power of your Draconic blood and transform into the Dragon you chose as your spirit with the stats below. You remain a dragon 1d6 rounds. While in the Dragon form you can't cast any spells, and you can only use the abilities granted by the Dragon. At the end of the 1d6 rounds you revert to your original form with the same stats you had before you became a dragon, minus half your sorcery points. If you wish to remain a Dragon longer you can make a Wisdom Saving throw DC 12 if you fail your mind is overcome by the Dragon, and the DM controls the Dragon as it goes berserk, if you succeed you remain a Dragon another 1d6 rounds. While the Progenitor no longer has control they must make wisdom saving throws DC 12 at the beginning of their turn. If you succeed or drop to 0 hp you revert to your original form and go unconscious.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 acid damage
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one.
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 cold damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 4d3 fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage plus 4d3 lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage 4d3 lightning damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 30- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 piercing damage plus 5d3 poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.
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