Class is in session, and though your sorcerer doesn’t need to study magic, it won’t hurt if you brushed up on your sorcerer-playing skills! A sorcerer learns their spells through inspiration and discovery, not through study or bargaining, like a wizard or a warlock might. This primal magic is reflected in your spell list, but it can also manifest in unusual ways—such as your draconic mutations!
Story of the Draconic Bloodline
“My mother, my grandmother, my great-grandmother—I swear, I haven’t done this much reading in my entire life!” the sorcerer exclaimed. He collapsed back into his chair, sending scroll cases tumbling with the impact. The sorcerer was a human, barely an adult, and practically a child by the stands of the elven wizard that stood over him.
The wizard shook his head, his long, starlight-silver hair shimmering in glow of the sorcerer’s dancing lights. “Not in your entire life, eh? I believe you. Yet reading is a skill you would do well to cultivate, young pup, if you wish to develop true skill with the arcane arts. Starting with your genealogy is a good enough place as any, if it is a topic that interests you.”
The sorcerer shot the elf a dirty look. Only two weeks they had been traveling together, and already this elf was trying to teach him wizardry. He turned back to his scroll and sighed. I don’t need books, he thought to himself, as he skimmed down column after column of birth records. My magic… it comes naturally. If the wizard’s explanations were to be believed, it came from an ancient ancestor. The sorcerer scratched idly at the patch of scales upon the back of his hand. Golden scales—the sign of a union with a gold dragon somewhere in his bloodline.
The sorcerer’s eyes, half-closed with exhaustion and strain from the dim candlelight, suddenly shot wide open. My four-times-great-grandfather. Partner unknown. The sorcerer stood bolt-upright, knocking over his chair and, once more, scattering a half-dozen ancient scrolls. “Hey, old wizard!” he exclaimed.
The wizard swooped over, putting one hand on the boy’s shoulder, forcing him back into his seat, and one hand upon the table. He leaned into the text. “Yes, I see. No recorded partner, yet she bore several children in… the year 1263.” The wizard glanced at the gold scales on the back of the sorcerer’s hand, and thought for a moment. “Come, boy!” he said at last, practically twirling away from the table. “That date tells us everything! There is a copy of the Draconomicon within this library. We shall know the identity of your fire-breathing ancestor yet!”
Sorcerers are mages with power that comes from within. Most sorcerers possess no formal training, and simply act on instinct. While talking about this on Twitter earlier this week, Twitter user @deerlordhunter compared sorcerers to “human calculators” when juxtaposed with wizards, who learned to “[do] it all by hand on paper.” If you’re looking for some character traits while creating your sorcerer, consider thinking about the kids in school who never had to study because they were able to coast by on natural talent. The cliché is that these people are arrogant, but speaking from personal experience as one of these kids, I think a better trait to embody is fear—fear of losing your edge, of making one misstep and making people think you’re a fraud, and so on. Of course, both arrogance and fear can coexist. In fact, they often do.
These traits lend themselves well to strong, internal character arcs of self-discovery and personal growth. Seeing a character learn to let go of pride and fear by cultivating humility and empathy—like Prince Zuko from Avatar: the Last Airbender—can be incredibly powerful, both to you and your fellow players. Consider tailoring your spell selection to this character arc. Since you learn new spells when you gain levels (and can even trade in one old spell for a new spell once per level), you can show gradual character growth on a mechanical level, too.
All sorcerers also have the story of an ancient and mysterious power in their bloodline as the source of their magic. As a Draconic Bloodline sorcerer, you know that the innate magic of dragons flows within your veins, granting you your spells, as well as a bevy of draconic powers. Think about the implications of this when creating your character and thinking about what story you want to tell with them. Will they try to find their mysterious ancestor, like the sorcerer in the story above? Or maybe they already know who their ancestor is, because their ancient dragon grandmother raised them herself?
Draconic Bloodline Features
The Draconic Bloodline is the most iconic sorcerous origin, using the archetypal magical beast—the dragon—as the source of your innate power. The sorcerer gains four subclass features at 1st, 6th, 14th, and 18th level. You can read all of the Draconic Bloodline features for free in the D&D Basic Rules. In summary, your subclass features allow you to:
- Speak with dragons more convincingly than other humanoids.
- Gain natural armor through dragon scales, as well as improved hit points.
- Improve your damage with a specific damage type, and gain the ability to resist that damage type.
- Fly upon draconic wings.
- Awe or terrify lesser beings with your own draconic presence.
Benefits of the Draconic Bloodline
The Draconic Bloodline is a bit unique among the subclasses found in D&D’s Basic Rules, because despite being the most iconic sorcerer subclass, it tends to shore up the sorcerer class’s inherent weaknesses, rather than heightening its existing strengths. For example, you gain no armor proficiencies as a sorcerer. Normally, in order to improve your Armor Class, you would have to cast mage armor. And in order to do that, you would need to not only spend a precious spell slot, but also use one of your even more precious Spells Known to learn mage armor in the first place. However, the first feature of the Draconic Bloodline sorcerous origin grants you the effects of mage armor permanently by increasing your AC to 13 + your Dexterity modifier. This same feature also increases your middling hit points every time you level up.
This pattern of improvements generally persists as you level up, shoring up your weak points and occasionally doubling down upon your strengths. The Dragon Wings feature also saves you from having to learn and cast fly, though the feature can only affect you and not others. Elemental Affinity encourages specialization in a certain element—the element associated with your draconic ancestor—by improving your damage when casting spells of that elemental damage type.
By taking a highly middle-of-the-road approach, the Draconic Bloodline allows you to be a versatile and highly multi-classable sorcerer. Try multiclassing into paladin if you want to add some steel to your sorcerer. Or, try multiclassing into warlock for a more eldritch feeling—like you couldn’t skate by on your innate talent alone, so you turned to an unwholesome patron for help.
Drawbacks of the Draconic Bloodline
The Draconic Bloodline’s greatest strength is also its greatest weakness. Since it balances out some of your flaws, it never is able to help your strongest features reach their full potential. What’s more, the drawbacks that it attempts to balance out aren’t even the worst of the sorcerer’s woes. Far and away, the hardest part of playing a sorcerer is how few spells you have access to. Even though your spell list is comparable in size to most other spellcasting classes (other than the wizard, of course), the number of spells you actually know is woefully inadequate.
This is a drawback of the sorcerer class as a whole, and it’s actually something of a compliment to the Draconic Bloodline that the hardest part of playing it is intrinsic to the class itself. On the other hand, more recent sorcerer subclasses from Xanathar’s Guide to Everything do at least a little to shore up the sorcerer’s limited spell selection. Sorcerous Origins like Divine Soul and Shadow Magic give you one extra spell that’s thematic to the subclass. I suspect, if the Draconic Bloodline were printed in Xanathar’s Guide to Everything, it would add the dragon’s breath spell to its Spells Known list for free, starting at 6th level—perhaps with the stipulation that it can only be cast in this way using the element you chose at 1st level.
If you’re a Dungeon Master and you see your Draconic Bloodline sorcerer struggling to have fun, consider using the above houserule! I don’t think it’s necessary—the sorcerer class’s inherent limitations breeds creativity in people who are interested in being creative—but it’s up to you to help make your game fun for everyone.
Suggested Build
As a sorcerer, you get to choose your Sorcerous Origin at 1st level! While this means that you get to reap the benefits of your subclass from the very beginning, it also means that you don’t have any time to “settle in” to your role and figure out how you want to play your character before making this big decision. Consider your subclass carefully!
You should choose a race that improves your Charisma score and either your Dexterity or Constitution scores. As a sorcerer, Charisma is your most important ability. Your spells are powered by your own confidence, force of personality, and determination—as if you were a shounen anime hero!—which is represented by your Charisma. Even though you’re a spellcaster, the Draconic Bloodline encourages playing recklessly, so improving your Dexterity (for a better Armor Class) or your Constitution (for more hit points) is a great choice! Constitution does double duty by making it easier to hang onto spells that require concentration, and since you might take a hit now and again, being able to maintain concentration is a pretty big deal.
Tieflings make excellent sorcerers, since they boost your Charisma and also give you a few extra spells that you can cast as a racial ability rather than learning through your class. Half-elves are also great, since they come with a big Charisma boost and let you boost two other ability scores of your choice. Lightfoot halflings are both dexterous and charismatic, and their other racial traits will serve you well. If you don’t mind hating the sun, playing as a drow is an attractive proposition, since they also give you a boost to both Charisma and Dexterity, as well as a few extra spells. And, as always, the variant human race is never a bad pick.
Choose EQUIPMENT instead of GOLD at the end of character creation. Since you’ll probably be choosing at least one ranged damage-dealing cantrip, you can safely forgo choosing a light crossbow in favor of a simple weapon, like a quarterstaff or a dagger. Whether you choose an arcane focus or a component pouch is purely a flavor choice (do you like using a wand or a magical crystal to focus your arcane power into spells, or do you want to use eye of newt and toe of frog to make magic happen?). If you think you’ll be in dungeons a lot, take a dungeoneer’s pack. Otherwise, go explorer. Finally, you get two extra daggers. Nice!
Spells
Choosing spells is a big deal for any caster, but you need to be particularly choosy. Sorcerers don’t learn many spells over the course of their career, so you’ll want to get pretty familiar with your spells. You’ll be using them for a long time. Unless, of course, you take full advantage of spell swapping—that is, trading an old spell out for a new one when you gain a level. First, you need to consider your cantrips. Choose a damage cantrip that synergizes with your Draconic Ancestry.
- For acid damage, choose: acid splash
- For cold damage, choose: ray of frost
- For fire damage, choose: fire bolt
- For lightning damage, choose: shocking grasp
- For poison damage, choose: poison spray
You get four whole cantrips at 1st level, so you still have a handful to choose from! These are all the sorcerer cantrips from the Player’s Handbook that you can choose from. I recommend having at least one long-range damage cantrip, one close-range damage cantrip, and two others of your choice.
With your cantrips chosen, you now get to select two 1st-level spells that you know. You’ll learn one new spell every level until 10th level, and then one new spell every other level after that until 17th—at which point you’ll stop learning spells entirely. Choose wisely! You’ll want one spell marked OFFENSE, and one spell marked either DEFENSE or SOCIAL, depending on how you want to play your character. All OFFENSE spells have their damage type labeled as well, to help you pick which is best for your Draconic Ancestry.
Note that this list only includes some spells from the Player's Handbook, so if you want to choose more unusual spells, or have other sources like Xanathar's Guide to Everything, you'll have to do a little self-directed research. This list is just here to get you started if this is your first time playing a Draconic Bloodline sorcerer.
- Burning hands (OFFENSE; fire)
- Charm person (SOCIAL)
- Color spray (DEFENSE)
- Disguise self (SOCIAL)
- Magic missile (OFFENSE; force)
- Witch bolt (OFFENSE; lightning)
- Shield (DEFENSE)
If you’re playing with Xanathar’s Guide to Everything in your campaign, chaos bolt is a must-have spell. Chromatic orb isn’t included on this list, despite its incredible versatility, because casting it requires that you possess a diamond worth 50 gp—a tall order for a 1st-level character that chooses starting equipment! Chaos bolt is generally better for a sorcerer, anyway.
Metamagic
Metamagic is your hidden ace. Magic flows through your body, and you can twist its current in ways that other spellcasters can scarcely comprehend. When you reach 3rd level, you can choose two of eight different Metamagic options. The Sorcery Points you gained at 2nd level could, until now, only be used to refuel your spent spell slots. Now, you can use them to make your spells even more potent! I recommend choosing two of the following Metamagic options:
Heightened Spell. This option allows you to impose disadvantage on one of your spells’ saving throws. This is nice for burning hands, but it’s even nicer once you get access to spells like hold person and suggestion!
Quickened Spell. This Metamagic option is great for pure damage-dealing sorcerers, but note that if you cast a leveled spell as bonus action, the spell you cast as your action must be a cantrip. Beyond raw damage, though, Quickened Spell really shines by freeing up your action on a turn to Hide, Disengage, or perform some other type of action, rather than casting a spell. This is a big deal when you're surrounded by enemies and want to spend your turn doing more than just taking the Disengage action and running away.
Twinned Spell. Another good option for damage dealers, but it’s also very useful for buffing allies or debuffing enemies. Twin your haste spell to make two allies speedy! Or twin your hold person to lock down two foes for the price of one. Note that you can only twin spells that target a single creature. No twinning fireballs for instance, since they target an area instead of a creature.
Careful Spell. If you plan on laying down fireballs and don’t want to hurt your party, this Metamagic option will help you avoid collateral damage.
At Higher Levels
Once you reach 6th level, it becomes very important that your damage-dealing spells align with your Draconic Ancestry’s damage type. In the meantime, you’ll gain either Ability Score Improvements or Feats starting at 4th level and every four levels thereafter. Start by getting your Charisma score to 18 or 20, but then take a look at some of the feats available to you. Elemental Adept is great for busting through the damage resistances of creatures that are strong against your Draconic Ancestry’s damage type. Ritual Caster will get you a few ritual spells (since you can’t naturally cast spells as rituals as a sorcerer), like find familiar, phantom steed, or water breathing, depending on your campaign’s needs.
If you want more advice for building a sorcerer, check out Sorcerer 101. Have you ever played a Draconic Bloodline sorcerer? What advice would you give to players that want to play this subclass?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, the DM of Worlds Apart, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and Kobold Press. He lives in Seattle, Washington with his partner Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
Draconic sorcerers are a ton of fun. Closest any sane DM will let a PC get to playing a dragon at the table. On top of tailoring your spell list to fit your draconic ancestry, you should consider whether your ancestor's iconic personality traits crop up in you, as well - whether you want them to or not. A brass dragon sorcerer might be a total chatterbox, while a red dragon sorcerer could be fiercely territorial and possessive on top of the arrogance associated with anyone with dragon blood in them.
For players at homebrew-friendly tables, it's also worth asking your DM if you can tinker with spells on the Sorcerer spell list, retooling certain damaging spells to work with your draconic ancestry. A sorcerer's magic is inherently mutable after all, and unique to them - who's to say your Fireball needs to deal fire damage if you're a black dragon sorcerer? Perhaps for you, Fireball is a scorching blast of acid instead. Damage types beyond fire aren't well represented in the Sorcerer spell list; if you're good about playing up your unique ancestry, your DM might be willing to let you have an iconic favorite spell of yours in a fresh new damage type.
And remember - dragons are imposing, commanding beasts as well. They're much more than simply big lizards with really awful breath, and your sorcerer can be as well. A dragon sorcerer who specializes more in the fear, awe, and inherent intimidation of their ancestor, with spells of domination and terror, could be a great way to mix things up for a class often seen as little more than a sub-par blaster.
"Or, try multiclassing into warlock for a more eldritch feeling—like you couldn’t skate by on your innate talent alone, so you turned to an unwholesome patron for help."
Not to mention the, um, *other*, benefits of playing a sor-lock. ELDRITCH MINIGUN!
I really love the homebrew idea of allowing spell damage types to be changed to that of your dragon ancestor. Acid in particular is very under represented in the spell list.
Haha I've done this. Casting Eldritch blast twice for 8 beams total in a single round? 8d10+40 force damage? Yes please.
@Katharsis Right now the two strongest players at my table are an assassin rogue and a wild magic sorcerer, so my inclination is to say that Sorcerer is limited, but can still be a pretty viable option. As for that DM, he sounds toxic as hell and I'm sorry you had to deal with nonsense like that. I would love it if my players used stuff like that to their advantage, and you're better off without a crap DM like him.
Great write up.
As a note, the hyper link to Sorcerer 101 currently links to Ranger 101.
Speaking to this point specifically: this isn't a broken or wonky feature of the sorcerer class, this is that DM being an *******. Subtle Spell is intended for pretty much exactly the use you put it to - sneaking casting under people's noses. If your DM wasn't prepared to deal with enchantment spells, he needed to bring that up ahead of time. Or, more likely, take a step back and try letting someone more flexible run his game. Under no circumstances should a DM tear into a player like that if he has any hope of still having a game. You have my condolences for the lousy experience.
On the overall subject of sorcerers being weak? A great deal depends on the context of your game. Sorcerers know fewer spells than a high-level wizard can prepare, and a wizard's School of Magic abilities often seem like a better deal than Metamagic. Where the sorcerer shines is in clever use of metamagic on all their spells, while a wizard can typically only use their School features with their chosen school. A sorcerer can, as you discovered, Subtle Spell to slip enchantments under the radar, or to silently launch an evocation spell without alerting their targets - or to cast a spell while bound and gagged, which a wizard can never do. They can Twin powerful single-target spells, which no wizard school can achieve, and Heightened Magic is one of an extremely small number of ways to modify a saving throw for your spells.
Sorcery points limit the use of metamagic, certainly, but you can always sacrifice an extra spell slot or two to gain back a sorcery point if you need one, and sometimes being able to sneak that one Subtle spell through when you're ****** up in a prison wagon, or being able to heighten that Dominate spell you absolutely NEED to succeed or your party is sunk, is more valuable than the admittedly cool and interesting tricks a wizard gains from their School.
That and sorcerers have a vastly better time multiclassing than wizards do. A straight sorcerer is probably weaker than an equally skillfully played wizard, but Sorcerer/Paladin and Sorcerer/Warlock are both such well-known powerhouse multiclass combinations that some DMs are surprised when a sorcerer doesn't take them. Plus, as a nice little bonus, you get one more cantrip than a wizard does at all levels. Don't underestimate that - clever cantrip use is half the fun of being a spellcaster.
But yeah. By all means, if you ever feel like playing a sorcerer again, give it a go. There's a lot of enjoyment to be had in the Power being in your blood instead of in a book or in a holy symbol.
I've played Draconic Sorcerers all the way up to Level 17 and I've never felt they were weak at all. In fact at lower levels, they were kind of OP, if anything. Metamagic is a more than fair trade for the smaller spell list (which still has most of the bread and butter combat spells). Quickened spell does allow you to cast 2 spells in the same turn - one just has to be a cantrip. There are some really cool combos you can construct with this when you think them through. For instance, one of my favorites is to combine Scorching Ray with Fire Bolt to make 4 attacks in one round - and don't forget the damage dice for this cantrips goes up as you level. Twinned spell often helps you level the playing field by taking two targets on, or completely out of the fight at once - but, I use that one more often to bail party members out of trouble, by twin-casting something that will move them out of trouble.
+5 damage essentially averages out to an extra damage die rolled for every spell cast with elemental affinity and the class capstone of getting 4 extra sorcery points back after only a short rest is pretty amazing if you're using meta-magic to it's full potential.
Super cool and insane dmg but since EB can target more than one creature at level 5, it would be ineligible for twinning. I believe Crawford has 3-4 errata clarifications.
I have this sorcerer, right? His name is Dryadalis (Yes, my dndbeyond account name and my first character name is the same, shush) And he's a Half-Elven Draconic Bloodline Sorcerer. We homebrew a dragon type, to be a yellow dragon that has Lightning as it's elemental attribute.
Anyway, I play him very differently then how other people would play a draconic sorcerer. It was only at 3rd lvl, so like 8th or 9th session, that he revealed to his party his draconic lineage, and the reason for that being that he is very scared about what he can do without meaning to. To quote what I said
"One day, it just clicked. This weave, I could manipulate it. The dragon scales, the magic, everything was too much. So, I ran away. I wanted to look back, but I couldn't. For their safety. If I ever hurt you, promise me not to hold back. We're friends, and that's why I can trust you guys with this information. I don't want to hurt you, I truly don't. But there will be a time where I will, even though I never want that to happen."
This was a huge part of his character ark. See, until that point, Dryadalis had always been the shy, knowledgeable, tactical and helpful party member. But now, he was willing to open up more. He shared a lot of information with his party members, and he's proud that he broke through that wall of secrecy. But better yet, he is finally starting to acknowledge and accept this power he has. Mainly from a encounter with a psycho Draconic Bloodline Sorcerer (red) named Menardi, who called him a puny dragon. Now, a thing I do interpret Draconic Bloodline Sorcerers as is prideful. This goes with any dragon and I just think that it would show through the Draconic Sorcerers. So, when he was called a puny dragon, how much do you think his honor was hurt? And how fun do you think it would be to kill this girl with a single Lightning Bolt and Dragons Breath which would lead to 11D6 Lightning damage on a failed DEX save or half on a successful one? And that would be at their lowest lvl of casting. Anyway, I love Draconic Bloodline, because it can get very tactical depending on what elemental type you've taken and what metamagic you've taken and so on and so forth. Also because I wasn't allowed to play Dragonborn, so this was the closest I could get.
A note about careful spell: it doesn't completely avoid collateral damage since it only lets your allies make the save. For most area of effect spells that only means half damage unless your allies have evasion for dexterity saves. I would also recommend empowered spell over heightened since 3 sorcery points for heightened is a lot to risk at early levels and empowered can save a lot of big spells from flopping with bad rolls.
It can be Quickened, however. That's the other way to cast it twice in one round.
I love the article! My first D&D character ever was a tiefling sorcerer, so the class holds a special place in my heart. I always appreciate the story section of these articles as well! They really get the creative gears turning. Also, just a heads up; I think I found a typo in the Story of the Draconic Bloodline section. It talks about the sorcerer's "four-times-great-grandfather. Partner unknown.". But then it says "No recorded partner, yet she bore several children". Thanks for the article!
This option is also attractive if your charisma is sterling but your str/dex suck; Hexblade warlock lets your run your melee as well as your ranged attacks off charisma.
My very first D&D5e character was a tiefling sorcerer of draconic bloodline. The character was really fun to play.
Drago Sorcerer seems fun to roll play.
Now if only they could conjure minor elementals...
The permanent mage armor effect sounds extremely useful. This seems like a fun origin to try out.
Note: chaos bolt is also in Guildmaster’s guide to ravnica
So a question I have for Dragonborn sorcerer. Dragonborn have scales and dragonlike features already. What to they add when they choose this path? Do they get scalier, horns and fangs larger, etc? How does this work in your campaigns?