Base Class: Sorcerer
A Dracomage tends to manifest in a family line that has had no Dracomage in it for many centuries. This is not to say that Dracomages are rare, but that they are almost never related to each other. Some legends say that these are dragons reincarnated as mortals while others hold that these mortals will reincarnate as dragons.
Draconic Damage
At 1st level, you choose one type of damage that further powers are based on. You also have a mark in the color of the dragon associated to your damage type.
Draconic Type
|
DRAGON |
DAMAGE TYPE |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Green Magnetite |
Poison Thunder |
|
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.
Acid
Black or Copper
Cold
Silver or White
Fire
Brass, Gold, or Red
Lightning
Blue or Bronze
Poison
Green
Thunder
Magnetite
Draconic Incantations
At 1st level, you get one incantation based on your Draconic Damage. Once you use an incantation you must take a short or long rest to use it again. All saves are against your sorcerer spell save.
Acid
Acid Burst - Bonus action. Acid blasts out in a 5’ radius dealing a number of d4 equal to half your sorcerer level rounded down (min 1) as acid damage with a Dexterity save to negate damage.
Starting at 5th level you may activate Acid Burst as an action. If you do so it deals a number of d4 equal to your sorcerer level as acid damage instead, the Dexterity save only halves the damage, and on a failed save the target is blinded until they take an action to clean the acid from their eyes.
Cold
Line of Cold - Bonus action. A ray of cold blasts in a 10’ line in front of you. It deals a number of d4 equal to half your sorcerer level rounded down (min 1) as cold damage with a Dexterity save to negate damage. You don’t roll a ranged attack roll.
Starting at 5th level you may activate Line of Cold as an action. If you do so it deals a number of d4 equal to your sorcerer level as cold damage instead, the Dexterity save only halves the damage, and on a failed save the target gains one level of exhaustion.
Fire
Fire Toss - Bonus action. Range 15’. A ball of fire appears in your hand that lasts for up to a minute and can be used as a torch. As part of using the ability, or as an action later, it can be thrown at a creature. It deals a number of d4 equal to half your sorcerer level rounded down (min 1) as fire damage with a Dexterity save to negate damage. You don’t roll a ranged attack roll.
Starting at 5th level you may activate Fire Toss as an action. If you do so it deals a number of d4 equal to your sorcerer level as fire damage instead, the Dexterity save only halves the damage, and on a failed save the target is stunned until the beginning of your next turn.
Lightning
Shockbolt - Bonus action. Range 10’. A small jolt of lighting jumps from your hand to a creature in range that you are pointing at. It deals a number of d4 equal to half your sorcerer level rounded down (min1) as Lightning damage with a Dexterity save to negate damage. You don’t roll a ranged attack roll.
Starting at 5th level you may activate Shockbolt as an action. If you do so it deals a number of d4 equal to your sorcerer level as lighting damage instead, the Dexterity save only halves the damage, and the damage can spread to a second target within 5’ of the initial target. The new target also makes a Dexterity save, but the damage is not rerolled.
Poison
Poison Blast - Bonus action. Poison blasts out in a 5ft radius dealing a number of d4 equal to half your sorcerer level rounded down (min 1) as Poison damage with a Constitution save to negate the damage.
Starting at 5th level you may activate Poison Blast as an action. If you do so it deals a number of d4 equal to your sorcerer level as poison damage instead, the Constitution save only halves the damage, and on a failed save the creature is poisoned.
Thunder
Thundering Roar - Bonus action. Sound blasts out for 10’ in front of you. Deals a number of d4 equal to half of your sorcerer level rounded down (min 1) as thunder damage with a Constitution save to negate the damage.
Starting at 5th level you may activate Thundering Roar as an action. If you do so it deals a number of d4 equal to your sorcerer level as thunder damage instead and the Constitution save only halves the damage and on a failed save the creature is knocked prone.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals the damage type of your Draconic Damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Scales
At 14th level, you gain the ability to grow dragon scales at will. You can grow these scales as a bonus action on your turn. They last for an hour or until you dismiss them as a bonus action on your turn. You gain a bonus to AC equal to half your Charisma bonus.
You can’t manifest your scales while wearing medium or heavy armor. Maybe be used once, you must take a short or long rest to regain this feature.
Draconic Aura
Beginning at 18th level, you can channel the presence of your inner dragon, causing those around you to become impassioned. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of wrath or preservation (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each allied creature that starts its turn in this aura gains +5 to hit with weapons and spells (if you chose wrath) or +5 to AC (if you chose preservation) until the aura ends.
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