Sorcerer
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

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

 

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.

Black 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.

Blue 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.

Brass 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.

Bronze 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.

Copper 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 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.

Green 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.

Red 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.

Silver 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.

White 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 Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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 evocation or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st Absorb Elements, Chromatic Orb
3rd Alter Self, Dragon's Breath
5th Elemental Weapon, Fear
7th Elemental Bane, Stoneskin
9th Dominate Person, Summon Draconic Spirit

Draconic Empowerment

Starting at 6th level, you unlock more of the power in your draconic blood gaining the following abilities:

Elemental Affinity: You gain an affinity with the element traditionally associated with your draconic ancestor. When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.

Additionally you also gain resistance to that same damage type.

Draconic Breath: You can harness the power of the breath weapon of your draconic ancestor. As an action you can exhale destructive energy on a 60-foot cone. Each creature on the area of effect must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save of the type associated with your dragon ancestor, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 10th level in this class, and to 10d6 when you reach 14th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 sorcery points to use it again.

 

Black Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Blue Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Brass Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Bronze Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Copper Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Gold Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Green Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Red Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Silver Dragon

You unlock more of the power in your draconic blood gaining new abilities.

White Dragon

You unlock more of the power in your draconic blood gaining new abilities.

Draconic Mastery

At 14th level, you gain mastery of the draconic energies within yourself, unlocking more of the characteristics of your dragon ancestor:

Draconic Presence: 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 5 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.

Dragon Wings: 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 armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Apotheosis

Beginning at 18th level, you can channel the full might of your dragon ancestor by transforming into one of its kind. As an action, you can transform transform into an Adult Dragon of the type of your ancestor. Your game statistics, including mental ability scores, are replaced by the statistics of the new form. You retain your alignment and personality. You also do not gain the form's legendary actions, lair actions, or regional effects.

You assume the hit points of the new form, and when reverting to your normal form, you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You are limited in the actions you can perform by the nature of this new form, and can’t speak, cast spells, or take any other action that requires hands or speech unless this new form is capable of such actions.

Your gear melds into the new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment for the duration.

This tranformation last until Dismissed (no action required) or until your hit points are reduced to zero.

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

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