| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +20 |
| DEX | 23 | +6 | +16 |
| CON | 29 | +9 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +14 |
| WIS | 28 | +9 | +19 |
| CHA | 30 | +10 | +20 |
Legendary Resistance (5/Day, or 6/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Power of the Fire Primordial
You have absorbed the power of a fire primordial equal to 5 levels , you gain the following permanent benefits.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 ft. of an enemy doesn't impose Disadvantage on your attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 ft. and requires you to make an attack roll, you can increase the spell's range by 60 ft.
All-Around Adept. You gain proficiency in all skills.
Cartomancer
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:
Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.
Hidden Ace. When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
You can attune to up to four magic items at once. You can also cast the identify spell without expending a spell slot or material components, and must finish a long rest before you can do so again.
Ability Score Increase. Choose one ability in which you lack saving throw proficiency and increase the chosen ability score by 1. Str
Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.
Your Hit Point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Twice per Long Rest, you can take a Bonus Action to unleash the simmering magic within you for 1 minute.
During your Innate Sorcery, you gain the following benefits:
• The spell save DC of your Sorcerer spells increases by 1.
• You have Advantage on the attack rolls of Sorcerer spells you cast.
You can alter spells to suit your needs; you know 6 Metamagic options which can be used to temporarily modify spells you cast.
Subtle Spell
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
When you cast a spell that deals a type of damage from the following list you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
When you cast a spell with a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on the current turn after modifying a spell in this way.
When you cast a spell that forces other creatures to make a saving throw, you can spend 1 Sorcery Point and choose up to 10 creatures to automatically succeed on its saving throw, and it takes no damage if it would normally take half damage on a success.
When you roll damage for a spell, you can spend 1 Sorcery Points to reroll up to 10 damage dice and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell, even if you’ve already used a different Metamagic option.
Your HP maximum increases by 18, and your AC is boosted by your CHA mod
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
When you finish a Short Rest, you can regain up to 9 Sorcery Points. Once used, you can’t use this feature again until you finish a Long Rest.
You are associated with Dragons: Force. You gain the following benefits:
• You have Resistance to that damage type.
• When you cast a spell that deals damage of that type, you can add your Cha. modifier (+10) to one damage roll of that spell.
If you have no uses of Innate Sorcery left, you can use it by spending 2 Sorcery Points when you take the Bonus Action to activate it.
While Innate Sorcery is active, you can use up to two Metamagic options on each spell you cast.
As a Bonus Action, you can cause draconic wings to appear on your back, which last for 1 hour or until you dismiss them.
Once used, you can’t use this feature again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
When you activate your Dragon Wings, you have a Fly Speed of 60 ft.
You can cast Summon Dragon without a Material component. Once per Long Rest, you can cast it without a spell slot. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do the spell’s duration becomes 1 minute for that casting.
Summon Dragon (5th)
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +18, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 25, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 27, +20 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)
1/Day Each: Fireball (level 6 version), Scrying
Eldritch Blast, +20 to Hit. You hurl four beams of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10+10 Force damage(add another +10 to one beam).
You can cause draconic wings to appear on your back, which last for 1 hour or until you dismiss them.
Once used, you can’t use this feature again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
1/Long Rest
You can transform 2 unexpended Sorcery Points into a level 1 spell slot, which vanishes when you finish a Long Rest.
You can transform 3 unexpended Sorcery Points into a level 2 spell slot, which vanishes when you finish a Long Rest.
You can transform 5 unexpended Sorcery Points into a level 3 spell slot, which vanishes when you finish a Long Rest.
You can transform 6 unexpended Sorcery Points into a level 4 spell slot, which vanishes when you finish a Long Rest.
You can transform 7 unexpended Sorcery Points into a level 5 spell slot, which vanishes when you finish a Long Rest.
Twice per Long Rest, you can take a Bonus Action to unleash the simmering magic within you for 1 minute.
2/Long Rest
While Innate Sorcery is active, you can use up to two Metamagic options on each spell you cast.
You can create a bond with a magic weapon you touch. You can’t bond with a magic weapon if someone else attuned to it or another Warlock is bonded with it. Until the bond ends, you’re proficient with it and can use it as a Spellcasting Focus.
Your bond with the weapons ends if you use this feature’s Bonus Action again, if the weapon is more than 5 ft. away from you for more than 1 minute, or if you die. A conjured weapon disappears when the bond ends.
As a Bonus Action, you can conjure a pact weapon in your hand.
Change Shape. The ancient dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the ancient dragon is reduced to 0 hit points or uses a bonus action to end it.
Shield (1st),
Silvery Barbs (1st),
Counterspell (3rd)
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.