Base Class: Sorcerer
Your innate magic comes from draconic magic.
Draconic Blood
Draconic Ancestry
| Dragon | Damage Type |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Green |
Poison |
|
Red |
Fire |
|
Silver |
Cold |
|
White |
Cold |
|
Amethyst |
Force |
|
Topaz |
Necrotic |
|
Crystal |
Radiant |
|
Emerald |
Psychic |
|
Sapphire |
Thunder |
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.
Amethyst dragon
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Black
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Blue
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Brass
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Bronze
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Copper
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Crystal Dragon
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Emerald Dragon
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Gold
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Green
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Sapphire dragon
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Topaz Dragon
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Strength
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier.
Draconic magic
Your draconic bloodline grants you new spells.
| Sorcerer Level | Spells |
|---|---|
| 3th | protection from evil and good, bane, cure wounds |
| 5th | dispel magic, hypnotic pattern |
| 7th | polymorph |
| 9th | telekinesis |
| 11th | globe of invulnerability, word of recall |
Draconic Sight
Your draconic blood improves the equality your sigh and senses.
You gain blindsight at 30ft and darkvision at 30ft or if it you already have darkvision it is increased by 30ft.
Manifest Draconic Wings
At 14th level, you gain the ability to sprout a pair of dragon wings the same as your draconic origin from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
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.
Unleash Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 4 sorcery points to draw on this power and exude an aura of awe or fear to a distance of 60 feet. For 1 minute or until you lose your concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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