Sorcerer
Base Class: Sorcerer

Unlike the other draconic bloodlines, the barium draconic bloodline has never been observed in nature. A draconic mortal with barium scales must be created. This is done by a mage who utilizes the blood of both silver and gold draconic beings with success varying to the source of the samples.* Barium draconic blood mortals often preen the most, lest their scales, tails, and horns wear with oxidation over time. As they age their scales will oxidize faster. Oxidation will also hasten should they fall ill. Oxidized scales will turn from bright silvery with gilded, golden veins, to a dull green, to rusted red before falling out. 

 

*Kobalt blood yielding the lowest efficacy, draconic blood mortals and dragonbornes yielding stronger samples, and real dragons yielding the purest samples. The higher purity of the blood, the more dominant the gene and thus the longer the draconic traits will descend the bloodline. although; being an unnatural mutation, the traits do not last nearly as long as other draconic traits.

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

You posses mutated barium draconic traits, as such your preferred damage type is FIRE in the form of either purple or blue plasma. This brilliant plasma can negate fire resistance, but not immunity. 

Your volatile, mutant genes are easily susceptible to bodily affliction. You are vulnerable to POISON damage.

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

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.

Elemental Affinity

Starting at 6th level, 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. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Oxidation

When you suffer poison damage or are poisoned, you must make a constitution saving throw against a dc of 15 - your level for this class to a minimum of 5.

On a failed save, you suffer one point of exhaustion and the scales on your body begin to oxidize green. On a successful save, you are not poisoned. However; subsequent saves will increase the amount of exhaustion points received if the following save fails.

 

Number of successful saves

Number of points of exhaustion

1

1

2

1

3

2

4

2

5

3

6

3

7

4

8

4

This number will reset after a long rest and be halved (rounded up) on a short rest. The oxidation on your scales is restored completely on a long rest, but will remain on a short rest.

Should you drop to zero hit points, your whole body will petrify under a thick layer of oxidation. If you succeed a death save and remain in stable condition, the oxidation will remain, keeping you frozen in a sickly green effigy. If more than three hit points are restored, the oxidation falls away freeing you. If a death save is failed, the oxidation will consume your flesh and your corpse will remain a dull green and red statue until resurrected or destroyed.

Dragon Wings

At 14th level, 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 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 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.

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