Just started playing a draconic bloodline acid sorcerer and its EXTREMELY disappointing. I'd go so far as to say choosing anything other than fire (cold is ok but still limited) will destroy your characters usefulness for combat.
Lets take a look the main spells (excluding chromatics because they're the same for all):
1. Acid splash vs fire bolt:
acid splash is 60ft range, 1d6 damage, dex save negates all damage. The only (tiny) upside is that you can hit 2 creatures, but they still get individual saves so...
fire bolt is 120ft range, 1d10 damage, no saves
- Fire bolt is the clear winner
2. Vitriolic sphere vs fireball:
vitriolic sphere is 150ft range, 10d4 damage + 5d4 next turn, dex save halves damage and negates next round damage
fireball is 150ft range, 8d6 damage, dex save halves, can move around corners possibly negating cover
- After simulating 20 rolls for each against opponents that made the save and the difference in damage is a whopping 1 point higher for vitriolic sphere.
- In terms of spell economy vitriolic sphere is 4th level and fireball is 3rd, that means you can get fireball at 5th and get 2 casts where as vitriolic sphere can be taken at 7th and has 1 cast.
- Sorcery Point economy likewise favors fireball as its 5sp for a 3rd lvl slot and 6 for 4th lvl
3. That's it there are no other primary acid spells for sorcerer
Suggestions
Apart from just having more spells for sorcerer that can deal acid damage make acid splash deal 1d8 and 1d4 next turn dex save negates only the next turn damage.
Make vitriolic sphere a 3rd lvl spell and drop 2d4 from initial damage.
Like another post suggested (that I cant find to link here unfortunately) give each each of the dragon ancestor damage types their own "domain" which have essentially the same spells but just different damage types.
How many of you have experienced the same disappointment I did after choosing acid? Any feedback would be nice though.
The problem isn't that the acid (and poison) sorcerer is ******, its that the sorcerer spell list is bad. That's been causing issues for every sorcerer subclass, not just dragon.
Question how do the spells match up in fireball comparison when opponents fail the save? Also curious, if you take elemental adept how much do the numbers shift(1 counts as 2 on damage dice)?
Question how do the spells match up in fireball comparison when opponents fail the save? Also curious, if you take elemental adept how much do the numbers shift(1 counts as 2 on damage dice)?
How do what spells match in comparison? I presume you mean poison and acid spells. Vitriolic sphere deals 10d4+5d4 a turn later. Fireball deals 9d6 when cast at the same level. That's 25+12 versus 32 on failed saves. With Elemental Adapt, that's an increase of 2+1 damage for the Vitriolic Sphere and 2 extra damage on the Fireball. So, in optimal conditions, V.S. does shine a bit more.
That said, on successful saves, Vitriolic Sphere deals 13 (14 with E.A.) damage, while fireball deals 16 (17 with E.A), making Fireball a better option when considering less-than-optimal conditions. Fireball is a lower level spell, and can be cast more times per day. It has better feat support (thank you tieflings). You also have to wait a turn for that extra acid damage, meaning Fireball puts down enemies immediately versus letting these enemies get an extra attack in - or your allies using their action to kill the enemy and wasting that extra damage. Or, even worse, everyone at the table just forgetting about the extra damage at the end of the enemy's turn, because honestly, that's something easy to forget about. Not saying its on purpose, but its easy to lose track of.
Flame arrow versus Acid Splash cantrips are a thing - attack roll versus saves is a meaningless distinction, imho. If anything, the save-based spell has a bit more of an advantage here, as it can be used in melee with no penalty, and I've found that most battles do take place in dungeons with limited range.
Acid Arrow versus Scorching Ray is another comparison. That's 4d4+2d4 versus 6d6 damage. Honestly, there's absolutely no comparison which is superior. Scorching ray will tend towards the average faster than Acid Arrow, but that's not a big deal here when talking about averages in the first place like we are. E.A. might push the two spells closer towards equality, favoring the acid, but again, that's still waiting a turn for full damage, which is a major downside to the spell no matter how you slice it.
There's no high level options for acid spells. If your sorcerer gets past level 10, lightning and ice each have one spell option at level 6 magic, and then you've basically capped out. Only fire really goes all the way to level 9 magic.
This gap in the core spell list is disappointing, but with a little creativity you can create some balanced acid spells to fill the void. Rather than simply replace the fire element of existing spells, I would have a little fun devising acid-based spells that had their own identity. I'd include effects around recurring damage (like Melf's arrow) or explore other characteristics of acid.
Just a few additional spells would make an acid sorcerer much more compelling. Around spell level 3 or 4, I could envision an area of effect acid spell (acid rain, maybe?) with damage and perhaps difficult terrain or a caltrop-like effect. Then at spell level 4 or 5 I would add an acid spell devised around eroding objects/barriers or tunneling. A non-combat utility spell. At level 6, I'd bring back acid fog from older editions. This one is an odd omission from the 5e PHB. At higher levels, I could see an environmental transformation spell of some kind. The lair effects of black dragons could be a source of inspiration. Just a few ideas.
Use dragons breath XGtE, pick your element of choice, cast a in higher level slot, (possibly use twin spell depending on interpretation of single target) job done. There is nothing in the rules preventing a sorcerer from having fireball, even if they were a blackdragon bloodline sorcerer and race a white dragon born. Aesthetically though, I feel your pain, makes you wish they would bring back the elemental substitution feat from third ed. choosing one element and all your elemental spells can be that element.
You can't twin spell Dragon's Breath because it can effect more then 1 target, the damaging part not the actual spell. https://www.sageadvice.eu/2018/01/06/is-is-possible-to-twin-spell-booming-blade/ Scroll half way down to get to "Dragon's breath can affect more than one creature with the exhalation. It therefore can't be twinned."
and yes an "Acid Dragon Sorcerer" can cast Fireball, but it's sub-optimal.
Swapping out elemental types shouldn't take a feat. Heck, it shouldn't even classify as "homebrew". 2nd Ed spelled (haha!) that out explicitly that "fireball" was just the most common type and that all Evocations and Conjurations were drawing energy from the respective Planes. It's not difficult to draw from a different Demi/Quasi/Primary Elemental Plane, just unusual.
Hi FMB, your link isn't working for me, so cant answer that, wouldn't be the first time the errata made me shrug or outright laugh. Regarding swapping element types, It requires individual GM permission. I wouldn't allow it because it would mean fewer spells are taken as options. (and if your running a game, having a creature with vulnerability or resistance makes an encounter more interesting, but not if its just reskinned spells) If your not likely to play the character with another GM and they are happy with it then run with it.
I fixed the link. I tried to get it to post *just* the one about Dragon's Breath, but that didn't work so just scroll down to the citation about Dragon's Breath.
And "yes" I understand that it's GM fiat, my point is I think that's a level fiat I think is stupid.
I hear Vulnerability/Resistance/Immunity makes encounters "interesting" and getting reskin spell would negate that. I don't understand the argument. Anything but Wizard's have a limited spell known pool, I'm not advocating for being able to change them ON THE FLY. I'm advocating for the fact that Acid Arrow and Cryo Arrow mechanically the same spell. They aren't any different then an axe and a hammer. YES, there are times when one will be better then the other, but denying players the ability to tailor their spells isn't some horrific game balance issue.
Repeatedly people argue the Dev have designed all the best spells around fire and the it's the second or third most resistant/immune element. The Dev have repeatedly stated that is NOT how they balance spells.
Example 1: Lets take the Storm Sorcerer as an example. The Player is 6th lvl and with Heart of the Storm she obviously will want as many of her lvled spells if not all to be Lighting or Thunder. It fits her THEME. Maybe she wants to purchase Elemental Adept and wants to get her worth out of it. There are a total of 9 1st through 3rd lvl spells which deal Lighting or Thunder Damage. If we take out Chaos Bolt (because it's random), Absorb Elements because it require taking Lightning/Thunder damage and you already have Resistance to both. This leaves the Sorcerer with three 1st lvl spells, two 2nd, and two 3rd. That's a pretty poor list. Hell one of those spells is Chromatic Orb so it can put out whatever damage type the Sorcerer wants at will. What is the point of denying a "Thunder Ball" or "Lighting Ball" or "Ball Lightning" instead of "Flaming Sphere"? What is the gain or balance you think is being saved like chastity on prom night?
The Sorcerer is only specializing making her probably weaker against resistance/vulnerabilities.
Sorcerer only change their spells out at each level, if you can't make interesting encounters around that that's a GM not Player problem.
Example 2: Lets say you have a 6th lvl Wizard. They can scribe spells in their spell book. Lets say this Wizard develops a 3rd lvl Ball of every elemental type. So in her spellbook she has: Acid Ball, Cryo Ball, Fire Ball, Lighting Ball, and Thunder Sphere (twice as cool as Thunder Dome!). The Wizard can still only prepare 6+INT in spell per day. Having that versatility to drop any elemental type would cost her 5 slots, that doesn't leave much room for much else.
Wizard still have to choose their spells out at each day, if you can't make interesting encounters around that that's a GM not Player problem.
Cheers for the link fix, it was both sad and hilarious as absurd as it was informative. Regarding the whys, I have mentioned one such, you disagree and that is all good. It means a game with one of us behind the screens would be different from the other and with these variations there is more diversity to be found. Enjoy the game and lets cross our fingers for a core rules companion to fill the desire for more elemental options.
Adding up to 5 damage is negligible as you get higher in level. I would think acid resistance is harder to get through items as fire resistance is quite common. If 5 damage is that important to you then i would argue you are probably a min-maxer and should probably take fire sorcerer anyways.
I agree that as far as cantrips go fire damage is the best and a bit unfair. I think Poison Sorcerers are worse off as they can't even take Elemental Adept to help cancel out resistances.
In my homebrew games, I allow the use of a Feat called "Experimental Elements". In simple terms, you choose two damage types (fire, cold, thunder, lightning, acid, poison) and any time you cast a spell that results in the first's damage type, you use the other damage type instead. The catch? You are now locked out of using that damage type from spells.
Example: I choose Acid to replace Lightning. If I ever cast Shocking Grasp, it now deals Acid damage instead of Lighting damage. The same goes for Lightning Bolt, Chain Lightning etc. I can now use more spells that deal Acid damage but I can no longer deal Lightning damage using spells.
You can only take this feat once, but my players are usually happy to sacrifice one damage type for their flavor.
P.s. I had to create this for a character playing a Green Dragon Sorcerer. We were about 5 sessions in before he realised he only got ~3 poison spells.
I think something else to keep in mind is that several higher level monsters (devils, demons, fiends, etc) tend to resist fire damage, but I don't think there are as many monsters that resist acid damage. That being said, homebrewing feats or spells that either feature better damage for other elements or allow you to change out elements on spells are good work-arounds.
Just started playing a draconic bloodline acid sorcerer and its EXTREMELY disappointing. I'd go so far as to say choosing anything other than fire (cold is ok but still limited) will destroy your characters usefulness for combat.
Lets take a look the main spells (excluding chromatics because they're the same for all):
1. Acid splash vs fire bolt:
acid splash is 60ft range, 1d6 damage, dex save negates all damage. The only (tiny) upside is that you can hit 2 creatures, but they still get individual saves so...
fire bolt is 120ft range, 1d10 damage, no saves
- Fire bolt is the clear winner
You neglected that Firebolt requires a hit roll, while acid splash automatically hits.
For theme, acid is typically regarded as anti-armor. Acid going against Dex means it's superior against full plate users that have low Dex (because Dex adds no AC to full plate).
Firebolt, on the other hand, would struggle against heavily armored targets.
Furthermore, acid splash can hit two targets, both for 1d6 damage, provided they are close together. So, for example of a worthy target, an enemy fighter with Protection fighting style that is guarding another target.
In damage, acid splash does upto 2d6 (totalled between two targets), while Firebolt only deals 1d10.
The other consideration is that fire resistance is really easy to acquire: Page 198 of the player's handbook. Last sentence of the page,
"Creatures and objects fully immersed in water have resistance to fire damage."
Fully immersed might not be an option in every encounter, but that's a common enough non-magical source of fire resistance. There's nothing like that for acid damage.
I'm late to this party but I wanted to say that almost every single fiend resists mosts damage types except for force, psychic, radiant, necrotic, and acid witch means if you'rs in a fiend based campaign you should use acid of all things instead of fire for your sorcerers
The fact that there isn't a meta-magic option to change your damage type for sorcerers is, imo, mindboggling.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I mean, it is magic. Sure a lot of acid spells do damage immediatly, then more at start of their turn or end of it. However, it is safe to assume there is a simple talk with your gm to perhaps add a metamagic or charisma check of sorts to turn your fireball damage to be acid instead. That way it isn't quite a any spell that does damage can get the special bonus. So it isn't a guarantee their draconic blood could change the magic entirely, as well as can only do it a handful of times.
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Just started playing a draconic bloodline acid sorcerer and its EXTREMELY disappointing. I'd go so far as to say choosing anything other than fire (cold is ok but still limited) will destroy your characters usefulness for combat.
Lets take a look the main spells (excluding chromatics because they're the same for all):
1. Acid splash vs fire bolt:
- Fire bolt is the clear winner
2. Vitriolic sphere vs fireball:
- After simulating 20 rolls for each against opponents that made the save and the difference in damage is a whopping 1 point higher for vitriolic sphere.
- In terms of spell economy vitriolic sphere is 4th level and fireball is 3rd, that means you can get fireball at 5th and get 2 casts where as vitriolic sphere can be taken at 7th and has 1 cast.
- Sorcery Point economy likewise favors fireball as its 5sp for a 3rd lvl slot and 6 for 4th lvl
3. That's it there are no other primary acid spells for sorcerer
Suggestions
Apart from just having more spells for sorcerer that can deal acid damage make acid splash deal 1d8 and 1d4 next turn dex save negates only the next turn damage.
Make vitriolic sphere a 3rd lvl spell and drop 2d4 from initial damage.
Like another post suggested (that I cant find to link here unfortunately) give each each of the dragon ancestor damage types their own "domain" which have essentially the same spells but just different damage types.
How many of you have experienced the same disappointment I did after choosing acid? Any feedback would be nice though.
If you want to play an elemental sorcerer that isn't fire, you need to not play AL and have a DM ok with altering the elemental types of spells.
Honestly it pissess me off that this isn't baked into the game by default.
The problem isn't that the acid (and poison) sorcerer is ******, its that the sorcerer spell list is bad. That's been causing issues for every sorcerer subclass, not just dragon.
Question how do the spells match up in fireball comparison when opponents fail the save? Also curious, if you take elemental adept how much do the numbers shift(1 counts as 2 on damage dice)?
How do what spells match in comparison? I presume you mean poison and acid spells. Vitriolic sphere deals 10d4+5d4 a turn later. Fireball deals 9d6 when cast at the same level. That's 25+12 versus 32 on failed saves. With Elemental Adapt, that's an increase of 2+1 damage for the Vitriolic Sphere and 2 extra damage on the Fireball. So, in optimal conditions, V.S. does shine a bit more.
That said, on successful saves, Vitriolic Sphere deals 13 (14 with E.A.) damage, while fireball deals 16 (17 with E.A), making Fireball a better option when considering less-than-optimal conditions. Fireball is a lower level spell, and can be cast more times per day. It has better feat support (thank you tieflings). You also have to wait a turn for that extra acid damage, meaning Fireball puts down enemies immediately versus letting these enemies get an extra attack in - or your allies using their action to kill the enemy and wasting that extra damage. Or, even worse, everyone at the table just forgetting about the extra damage at the end of the enemy's turn, because honestly, that's something easy to forget about. Not saying its on purpose, but its easy to lose track of.
Flame arrow versus Acid Splash cantrips are a thing - attack roll versus saves is a meaningless distinction, imho. If anything, the save-based spell has a bit more of an advantage here, as it can be used in melee with no penalty, and I've found that most battles do take place in dungeons with limited range.
Acid Arrow versus Scorching Ray is another comparison. That's 4d4+2d4 versus 6d6 damage. Honestly, there's absolutely no comparison which is superior. Scorching ray will tend towards the average faster than Acid Arrow, but that's not a big deal here when talking about averages in the first place like we are. E.A. might push the two spells closer towards equality, favoring the acid, but again, that's still waiting a turn for full damage, which is a major downside to the spell no matter how you slice it.
There's no high level options for acid spells. If your sorcerer gets past level 10, lightning and ice each have one spell option at level 6 magic, and then you've basically capped out. Only fire really goes all the way to level 9 magic.
This gap in the core spell list is disappointing, but with a little creativity you can create some balanced acid spells to fill the void. Rather than simply replace the fire element of existing spells, I would have a little fun devising acid-based spells that had their own identity. I'd include effects around recurring damage (like Melf's arrow) or explore other characteristics of acid.
Just a few additional spells would make an acid sorcerer much more compelling. Around spell level 3 or 4, I could envision an area of effect acid spell (acid rain, maybe?) with damage and perhaps difficult terrain or a caltrop-like effect. Then at spell level 4 or 5 I would add an acid spell devised around eroding objects/barriers or tunneling. A non-combat utility spell. At level 6, I'd bring back acid fog from older editions. This one is an odd omission from the 5e PHB. At higher levels, I could see an environmental transformation spell of some kind. The lair effects of black dragons could be a source of inspiration. Just a few ideas.
Use dragons breath XGtE, pick your element of choice, cast a in higher level slot, (possibly use twin spell depending on interpretation of single target) job done. There is nothing in the rules preventing a sorcerer from having fireball, even if they were a blackdragon bloodline sorcerer and race a white dragon born. Aesthetically though, I feel your pain, makes you wish they would bring back the elemental substitution feat from third ed. choosing one element and all your elemental spells can be that element.
You can't twin spell Dragon's Breath because it can effect more then 1 target, the damaging part not the actual spell.
https://www.sageadvice.eu/2018/01/06/is-is-possible-to-twin-spell-booming-blade/
Scroll half way down to get to "Dragon's breath can affect more than one creature with the exhalation. It therefore can't be twinned."
and yes an "Acid Dragon Sorcerer" can cast Fireball, but it's sub-optimal.
Swapping out elemental types shouldn't take a feat. Heck, it shouldn't even classify as "homebrew". 2nd Ed spelled (haha!) that out explicitly that "fireball" was just the most common type and that all Evocations and Conjurations were drawing energy from the respective Planes. It's not difficult to draw from a different Demi/Quasi/Primary Elemental Plane, just unusual.
Hi FMB, your link isn't working for me, so cant answer that, wouldn't be the first time the errata made me shrug or outright laugh. Regarding swapping element types, It requires individual GM permission. I wouldn't allow it because it would mean fewer spells are taken as options. (and if your running a game, having a creature with vulnerability or resistance makes an encounter more interesting, but not if its just reskinned spells) If your not likely to play the character with another GM and they are happy with it then run with it.
Moondruidsneversleep,
I fixed the link. I tried to get it to post *just* the one about Dragon's Breath, but that didn't work so just scroll down to the citation about Dragon's Breath.
And "yes" I understand that it's GM fiat, my point is I think that's a level fiat I think is stupid.
I hear Vulnerability/Resistance/Immunity makes encounters "interesting" and getting reskin spell would negate that. I don't understand the argument. Anything but Wizard's have a limited spell known pool, I'm not advocating for being able to change them ON THE FLY. I'm advocating for the fact that Acid Arrow and Cryo Arrow mechanically the same spell. They aren't any different then an axe and a hammer. YES, there are times when one will be better then the other, but denying players the ability to tailor their spells isn't some horrific game balance issue.
Repeatedly people argue the Dev have designed all the best spells around fire and the it's the second or third most resistant/immune element. The Dev have repeatedly stated that is NOT how they balance spells.
Example 1:
Lets take the Storm Sorcerer as an example. The Player is 6th lvl and with Heart of the Storm she obviously will want as many of her lvled spells if not all to be Lighting or Thunder. It fits her THEME. Maybe she wants to purchase Elemental Adept and wants to get her worth out of it.
There are a total of 9 1st through 3rd lvl spells which deal Lighting or Thunder Damage. If we take out Chaos Bolt (because it's random), Absorb Elements because it require taking Lightning/Thunder damage and you already have Resistance to both. This leaves the Sorcerer with three 1st lvl spells, two 2nd, and two 3rd. That's a pretty poor list. Hell one of those spells is Chromatic Orb so it can put out whatever damage type the Sorcerer wants at will.
What is the point of denying a "Thunder Ball" or "Lighting Ball" or "Ball Lightning" instead of "Flaming Sphere"? What is the gain or balance you think is being saved like chastity on prom night?
The Sorcerer is only specializing making her probably weaker against resistance/vulnerabilities.
Sorcerer only change their spells out at each level, if you can't make interesting encounters around that that's a GM not Player problem.
Example 2:
Lets say you have a 6th lvl Wizard. They can scribe spells in their spell book. Lets say this Wizard develops a 3rd lvl Ball of every elemental type. So in her spellbook she has: Acid Ball, Cryo Ball, Fire Ball, Lighting Ball, and Thunder Sphere (twice as cool as Thunder Dome!).
The Wizard can still only prepare 6+INT in spell per day. Having that versatility to drop any elemental type would cost her 5 slots, that doesn't leave much room for much else.
Wizard still have to choose their spells out at each day, if you can't make interesting encounters around that that's a GM not Player problem.
Cheers for the link fix, it was both sad and hilarious as absurd as it was informative. Regarding the whys, I have mentioned one such, you disagree and that is all good. It means a game with one of us behind the screens would be different from the other and with these variations there is more diversity to be found. Enjoy the game and lets cross our fingers for a core rules companion to fill the desire for more elemental options.
Adding up to 5 damage is negligible as you get higher in level. I would think acid resistance is harder to get through items as fire resistance is quite common. If 5 damage is that important to you then i would argue you are probably a min-maxer and should probably take fire sorcerer anyways.
I agree that as far as cantrips go fire damage is the best and a bit unfair. I think Poison Sorcerers are worse off as they can't even take Elemental Adept to help cancel out resistances.
In my homebrew games, I allow the use of a Feat called "Experimental Elements". In simple terms, you choose two damage types (fire, cold, thunder, lightning, acid, poison) and any time you cast a spell that results in the first's damage type, you use the other damage type instead. The catch? You are now locked out of using that damage type from spells.
Example: I choose Acid to replace Lightning. If I ever cast Shocking Grasp, it now deals Acid damage instead of Lighting damage. The same goes for Lightning Bolt, Chain Lightning etc.
I can now use more spells that deal Acid damage but I can no longer deal Lightning damage using spells.
You can only take this feat once, but my players are usually happy to sacrifice one damage type for their flavor.
P.s. I had to create this for a character playing a Green Dragon Sorcerer. We were about 5 sessions in before he realised he only got ~3 poison spells.
I think something else to keep in mind is that several higher level monsters (devils, demons, fiends, etc) tend to resist fire damage, but I don't think there are as many monsters that resist acid damage. That being said, homebrewing feats or spells that either feature better damage for other elements or allow you to change out elements on spells are good work-arounds.
The primary issue is that there aren't more spells like Chromatic Orb
You neglected that Firebolt requires a hit roll, while acid splash automatically hits.
For theme, acid is typically regarded as anti-armor. Acid going against Dex means it's superior against full plate users that have low Dex (because Dex adds no AC to full plate).
Firebolt, on the other hand, would struggle against heavily armored targets.
Furthermore, acid splash can hit two targets, both for 1d6 damage, provided they are close together. So, for example of a worthy target, an enemy fighter with Protection fighting style that is guarding another target.
In damage, acid splash does upto 2d6 (totalled between two targets), while Firebolt only deals 1d10.
The other consideration is that fire resistance is really easy to acquire: Page 198 of the player's handbook. Last sentence of the page,
"Creatures and objects fully immersed in water have resistance to fire damage."
Fully immersed might not be an option in every encounter, but that's a common enough non-magical source of fire resistance. There's nothing like that for acid damage.
I'm late to this party but I wanted to say that almost every single fiend resists mosts damage types except for force, psychic, radiant, necrotic, and acid witch means if you'rs in a fiend based campaign you should use acid of all things instead of fire for your sorcerers
Acid splash, dragon's breath, and vitriolic sphere work. A sorcerer needs attack options but doesn't need a matching spell for each level.
The fact that there isn't a meta-magic option to change your damage type for sorcerers is, imo, mindboggling.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I mean, it is magic. Sure a lot of acid spells do damage immediatly, then more at start of their turn or end of it. However, it is safe to assume there is a simple talk with your gm to perhaps add a metamagic or charisma check of sorts to turn your fireball damage to be acid instead. That way it isn't quite a any spell that does damage can get the special bonus. So it isn't a guarantee their draconic blood could change the magic entirely, as well as can only do it a handful of times.