Sorcerer
Base Class: Sorcerer

The aim of the rework was to make, simply put, a much more fun draconic sorcerer, with more viable abilities. The changes include adding a kind of breath weapon with the Elemental Affinity feature, and changing Draconic Presence to act more like the Tasha’s subclasses’ capstones abilities, letting you use it once a day for free, and allowing you to use it again for sorcery points, while also buffing it a whole bunch. And of course the spell lists.

It’s important to know that the goal with the rework wasn’t to make the subclass ‘better’, per se, but rather to make it more fun to play. But that being said it’s almost definitely better, if certainly not quite as simple. That’s my bad.

If any features are under or overpowered, or just plain ridiculous, please let me know. Especially with the spell lists. Because I tried to make it all cool and thematic, with the metallic ones being more wizened and playful, the chromatic ones being aggressive, and the gem ones being helpful with ending and sowing conflict, but I’m not sure about a few of them, like Private Sanctum. Any suggestions would be appreciated.


 Additional Metamagic Options

These are other Metamagic options, not specific to the Draconic Bloodline, but I think they can help make the subclass inclusive to more play styles, especially when using Gem dragons, as I noticed there aren’t all that many Radiant or Necrotic spells in the Sorcerer spell list. And, yeah, that is more of a Cleric/Paladin thing, but I feel like it’s slightly balanced anyway, considering the added sorcery point cost just to change damage types and stuff.

  • Ascended 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: force, necrotic, psychic, radiant, thunder.
  • Forceful Spell. When you cast a spell that deals damage in an area of effect, you can create a shockwave to blast away affected creatures. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature is pushed up to 5 feet per level of the spell in a straight line away from the spell's point of origin.

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

Damage Type

Dragon Type

Amethyst

Force

Gem

Black

Acid

Chromatic

Blue

Lightning

Chromatic

Brass

Fire

Metallic

Bronze

Lightning

Metallic

Copper

Acid

Metallic

Crystal

Radiant

Gem

Emerald

Psychic

Gem

Gold

Fire

Metallic

Green

Poison

Chromatic

Red

Fire

Chromatic

Sapphire

Thunder

Gem

Silver

Cold

Metallic

Topaz

Necrotic

Gem

White

Cold

Chromatic

You can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

(Alright so the Gem options have to be listed here for them to be selectable in character creation. If someone has a workaround for that, um, comment it, please)

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.

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.

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 Resilience

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 AC equals 13 + your Dexterity modifier.

Draconic Magic

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. The spells you gain are based on your Dragon Ancestor.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or Evocation spell for Chromatic ancestry, an Enchantment or Divination spell for Gem ancestry, or a Transmutation or Illusion spell for Metallic ancestry. Any spell replaced with this feature must be from the sorcerer, warlock, or wizard spell list.

Draconic Spells

Sorcerer Level

Draconic (all)

Chromatic Ancestry

Gem Ancestry

Metallic Ancestry

1st

Absorb Elements

Chromatic Orb

Charm Person

Disguise Self

3rd

Dragon’s Breath

Gust of Wind

Detect Thoughts

Alter Self

5th

Protection from Energy

Glyph of Warding

Tongues

Hypnotic Pattern

7th

Elemental Bane

Private Sanctum

Charm Monster

Polymorph

9th

Summon Draconic Spirit

Destructive Wave

Telepathic Bond

Creation

 Additionally, you learn one cantrip that deals damage of the type associated with your dragon ancestor. It counts as a Sorcerer cantrip for you, but it doesn't count against the number of sorcerer cantrips you know.

Elemental Affinity

Starting at 6th level, you gain resistance to the damage type associated with your draconic ancestry.

Additionally, when you cast a spell that deals damage of the type associated with your draconic ancestor, add your Charisma modifier to one damage roll of that spell.

Spell-Woven Breath

Also at 6th level, you can casts cantrips in a burst of magical energy, in a fashion befitting your lineage.

When you cast a Sorcerer cantrip that deals damage of the type associated with your draconic ancestor, you can choose to release it from your mouth in a breath weapon that deals damage in a 15-foot cone or 30-foot line (you choose). When cast in this way, each creature in the area must succeed a saving throw or be subjected to the damage of the cantrip and any other effects in its description. If a saving throw is listed in the spell's description, use the saving throw provided. Otherwise, the saving throw required is Dexterity. If the cantrip has multiple targets, such as Eldritch Blast, include all instances of damage in the single breath weapon. This ability can't affect a cantrip that requires a material component with a monetary value.

When you use this ability, you can expend a number of sorcery points to increase the area and damage of the breath weapon. Doing so increases the area of the cone by 5 feet or the line by 10 feet per sorcery point, and increases the number of damage dice by 1 per every 3 sorcery points. For example, as a 6th level sorcerer, you can cast Fire Bolt as a breath weapon using 3 sorcery points, in which case the area is a 30-foot cone or 60-foot line (you choose), and deals 3d10 fire damage. When you expend sorcery points in this way, a creature who fails the saving throw takes half damage but suffers no other effects of the cantrip.

You can expend sorcery points for this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Splendour

At 14th level, you gain further abilities reminiscent of your draconic heritage: the power of flight, and further manipulation of your elemental affinity.

You gain the ability to sprout a pair of dragon wings 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 armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

 Additionally, when you cast a spell that deals damage of the type associated with your draconic ancestor, you can expend 2 sorcery points, and the spell gains an additional feature based on your draconic ancestor:

Chromatic Fury. Creatures that fail a saving throw against the spell are frightened of you for 1 minute. During this time, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A creature can make a Wisdom saving throw against your Sorcerer spell save DC at the end of each of its turns, ending this effect on itself on a success.

Gem Disruption. Creatures that fail a saving throw against the spell are stunned until the end of your next turn.

Metallic Reflection. Creatures that fail a saving throw against the spell are blinded for 1 minute. A creature can make a Wisdom saving throw against your Sorcerer spell save DC at the end of each of its turns, ending this effect on itself on a success.

You can use sorcery points in this way a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, and embody the wrath of a true dragon. As a bonus action, you can draw on this power and manifest aspects of your ancestor. For 1 minute or until you fall unconscious, you gain the following benefits:

  • You gain immunity to the damage type associated with your draconic ancestry.
  • You exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw against your spell save DC 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.
  • The first time you use sorcery points to alter a spell that deals damage of the type associated with your draconic ancestry, either through Metamagic or any Sorcerer features, the number of sorcery points expended is reduced by 3. At the start of your next turn after using this ability, roll a d6. On a 5 or 6, the ability can be used again. Repeat this roll at the start of each of your turns while this ability has not recharged.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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