Base Class: Sorcerer
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor
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 Ancestry
Dragon |
Damage type |
Amethyst |
Force |
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Crystal |
Radiant |
Deep |
Psychic |
Turtle |
Fire |
Emerald |
Psychic |
Gold |
Fire |
Green |
Poison |
Lunar |
Cold |
Moonstone |
Radiants |
Red |
Fire |
Sapphire |
Thunder |
Silver |
Cold |
Solar |
Radiant |
Topaz |
Necrotic |
White |
Cold |
Draconic Power -you add 1d4 damage type related to your Dragon Ancestor.
Elemental Eating - you can take an action or a reaction to eat things related to your draconic bloodline, when you do this you regain 1d6 of health, 1d4 spell slots, and 1d4 sorcery points you gain an additional dice at 6th(2d6, 2d4, & 2d4 ), 14th(3d6, 3d4, & 3d4), 18th(4d6, 3d4, & 4d4), and 20th(5d6,3d4, & 5d4).
Draconic Magic - you gain resistance to your draconic bloodline damage type. Finally all spells that deal a damage type that is not you draconic bloodline type, the spell will be replaced with your damage type, unless it deals slashing, bludgeoning, or piercing you add 1d4 of your damage type.
Dragon's Roar - you gain a breath attack of your damage type in a variant type of area of effect depending on your dragon, this cost 1 sorcery point, at level 6, 12, 18 you gain an additional damage dice.
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
Your Draconic Bloodline is the Amethyst Dragon, your damage type is Force.
you eat Amethyst and force energy
Black
Your Draconic Bloodline is the Black Dragon, your damage type is Acid.
you eat acid
Blue
Your Draconic Bloodline is the Blue Dragon, your damage type is Blue.
you eat lightning
Brass
Your Draconic Bloodline is the Brass Dragon, your damage type is Fire.
you eat fire and brass
Bronze
Your Draconic Bloodline is the Bronze Dragon, your damage type is lightning.
you eat bronze and lightning
Copper
Your Draconic Bloodline is the Copper Dragon, your damage type is Acid.
you eat copper and acid
Crystal
Your Draconic Bloodline is the Crystal Dragon, your damage type is Radiant.
you eat radiant energy and crystals
Deep
Your Draconic Bloodline is the Deep Dragon, your damage type is Psychic.
you eat poison, and psychic energy
Emerald
Your Draconic Bloodline is the Emerald Dragon, your damage type is Psychic.
you eat fire, lava, and psychic energy
Gold
Your Draconic Bloodline is the Gold Dragon, your damage type is Fire.
you eat gold and fire
Green
Your Draconic Bloodline is the Green Dragon, your damage type is Poison.
you eat poison
Lunar
Your Draconic Bloodline is the Lunar Dragon, your damage type is Cold.
you eat ice and moon rocks
Moonstone
Your Draconic Bloodline is the Moonstone Dragon, your damage type is Radiant.
you eat moonstones and Radiant energy
Red
Your Draconic Bloodline is the Red Dragon, your damage type is Fire.
you eat fire
Sapphire
Your Draconic Bloodline is the Sapphire Dragon, your damage type is Thunder.
you eat lightning, thunder energy, and sapphires
Silver
Your Draconic Bloodline is the Silver Dragon, your damage type is Cold.
you eat ice and silver
Solar
Your Draconic Bloodline is the Solar Dragon, your damage type is Radiant.
you eat solar energy, and radiant energy
Topaz
Your Draconic Bloodline is the Topaz Dragon, your damage type is Necrotic.
you ear ice, necrotic energy and topaz
Turtle
Your Draconic Bloodline is the Turtle Dragon, your damage type is Fire.
your eat fire water, and steam
White
Your Draconic Bloodline is the White Dragon, your damage type is Cold.
you eat ice
Draconic Scales
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 1 and increases by 1 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 unarmed AC is increased
you gain 3 hit points per level
Finally you gain extra damage to you Unarmed Strike is increased
Draconic Presence
Beginning at 6th 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 3 sorcery points to draw on this power and exude an aura of awe or fear (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 hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Legendary Draconic Power
your dragon blood grants you power far beyond most can comprehend apon summoning a hidden deep power within your blood granting you a power from your dragon's blood.
all have the same DC 17 + CHA Mod and all can only be used 1 per long rest as swell cost 4 Sorcery points
Legendary Actions
Explosive Crystal - spits an amethyst that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 17 DEX saving throw or take 18 (4d8) force damage and be knocked prone.
Acid Downpour - shoot a glop of acid that burst into a down pore of acid rain at a point you can see within 120 feet and pours down into a 50ft cylinder, all in the area must make a DC 17 DEX Saving Throw or take 67 (15d8) Acid damage and become blined
Lighting Spear - create a spear of lighting and send it hurling towards an opponent, within a 240ft line the target must make a dc 17 DEX saving throw or take 88 (16d10) Lighting damage and become paralyzed.
Brass Flame - produce a brass color flame all who are hit with this flame fall unconscious, this goes within 120ft cone targets must make a dc 17 CON saving throw or take 36 (5d12) Fire damage and become knocked unconscious.
Bronze Repulsion Lightning - Fire out a line of lightning to sending all enemies hit by it backwards, within a line of 120ft 15ft wide line targets must make a dc 17 STR saving throw or take 61 (12d8) Lighting Damage and get sent backwards 16ft.
Copper Dragon Slowing Acid - spray out Acid within a 100ft cone targets must make a dc 17 CON save or take 63 (14d8) and half movement speed and targets can no longer use reaction actions.
Starlight Strike - release a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 38 (11d6) radiant damage.
Spore Salvo - releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Armor of Storms - Lightning temporarily surrounds the User, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
Emerald Embers - creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) fire damage.
Gold Burning Smoke - you exhale a burning smoke any creature caught in it must make a dc 17 strength half damage if success, but on fail take full 71 (13d10) fire damage and have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute.
Green Knout Gas - you breathe out a poisonous gas, in a 150ft cone, all caught in it must make a dc 17 CON saving throw on failure, take 77 (22d6) poison damage, then targets become poisoned and are knocked unconscious for 15 min.
Treacherous Ice - Magical ice covers the ground in a 20-foot radius centered on a point the user can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except for the user, lasts for 10 minutes or until the dragon uses this legendary action again.
Moonstone Light Dream - the user breathes out a powerful mist that harms any who enter, all targets must make a dc 17 CON saving throw, on fail you take 60 (11d10) radiant damage and fall unconscious for 15 min.
Hellblaze Inferno - exhale a strong flame for 150ft cone, all caught in this fire must make a dc 17 DEX saving throw, on fail take 91 (26d6) fire damage, then passively during the start of the target turn they will take 1d12 Fire Damage for 10 minutes, those who fail can make the saving throw again to put the fire out.
Thunderous Fling - The user chooses one Medium or smaller object that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object with a monstrous roar at a creature it can see within 60 feet of the object. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) bludgeoning damage.
Silver Icy Winds - you breath out an icy mist in 100ft cone and targets must make a dc 17 con saving throw or take 67 (15d8) cold damage and become paralyzed, A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scorching Brilliant Sun - The user emits magical light in a 200ft sphere radius centered on itself. Each creature in this area must succeed on a DC 17 Wisdom saving throw or take 66 (12d10) and be blinded until the end of its next turn.
Essential Reduction - The user targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 40 (9d8) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.
White Winter Horrorland - the user causes the surrounding area within a 240ft radius sphere centered on the user, this causes the area to become difficult terrain except for the user and everyone caught in this arena except for the user will take 11 (3d6) Cold Damage.
Draconic Energy
the power in your blood take form and shape you more into a draconic shape, scales cover your skin, you sprout wings, and grow a tail. claws, and your power grows ten fold.
your 1d4 bonus becomes 3d4, your unarmed strikes become base 10, and all Charisma Bonus becomes double (+5 -> +10).
this cost 5 Sorcery Points
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