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 Spells
You learn additional spells when you reach certain levels in this class, as shown on the Oracle 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 abjuration spell from the sorcerer, warlock, or wizard spell list, or a spell that deals damage of a type that's the same as your Draconic Ancestry damage type (see below).
Note: There are some spells that DnDBeyond does not let me add through programming that would be very fitting here. "Cause Fear" rather than "Bane" and "Summon Draconic Spirit" in place of "Control Winds", are two that come to mind.
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Sorcerer Level |
Spell |
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1st |
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3rd |
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5th |
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7th |
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9th |
Draconic Ancestor
Beginning when you choose this bloodline 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 |
|---|---|
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Black |
Acid |
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Blue |
Lightning |
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Brass |
Fire |
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Bronze |
Lightning |
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Copper |
Acid |
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Gold |
Fire |
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Green |
Poison |
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Red |
Fire |
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Silver |
Cold |
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White |
Cold |
Additionally, you can speak, read, and write Draconic, and whenever you make a Charisma ability check made to interact with a dragon, you do so with advantage.
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.
Elemental Breath
Also at 1st level, you draw upon your ancestor's magic to spew magical energy from your mouth. As an action, you can exhale energy in a 15 foot cone or 15 foot line (your choice). Each creature in the area must succeed on a Dexterity saving throw against your spell save DC, or take damage equal to a number of d10s equal to your proficiency bonus, taking half as much on a successful save. The damage is of the type associated with your Draconic Ancestor. You can use this feature once, regaining the ability to use it again when you finish a short rest.
Addditionally, you can expend a spell slot to use this feature. When you do so, the damage equals instead a number of d10s equal 1 + the spell slot's level.
When you reach 10th level, the dice become d12s, rather than d10s. When you reach 8th level in this class, the cone or line increase to 25 feet in their size, and to 35 feet at 16th level.
Wyrm's Resilience
Starting at 6th level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class, and 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.
In addition, you gain resistance to the damage type associated with your Draconic Ancestor (add manually in sheet).
Draconic Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to twice 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.
In addition, 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. You also gain this benefit for your Elemental Breath feature.
Dragonform
By the time you've reached 18th level, you can channel the full might of your draconic bloodline. As an action, you can transform into an Ancient dragon of the color associated with your Draconic Ancestor.
Your game statistics are replaced by the statistics of the chosen dragon, though you retain your alignment and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. 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 retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You are able to cast spells. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the dragon can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the dragon's shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
This form lasts for 1 minute, and you can use this feature once, regaining the ability to use it again when you finish a long rest.
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