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

 

Chromatic
DRAGON

DAMAGE TYPE

Black

Acid

Blue

Lightning

White

Cold

Green

Poison

Red

Fire

Metallic
DRAGON

DAMAGE TYPE

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Silver

Cold

Gem
DRAGON

DAMAGE TYPE

Amethyst

Force

Crystal

Radiant

Emerald

Psychic

Sapphire

Thunder

Topaz

Necrotic

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 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.

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.

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.

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.

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.

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.

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.

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 2 and increases by 2 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.

Dragon Presence

Beginning at 14th 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.

This ability can be used a number of times equal to your Charisma Modifier per long rest.

Draconic Form

Beginning at 18th Level, you can temporarily share the same form as your draconic ancestor. As an action, you can spend 5 sorcery points to take on this new form. 

Adult Draconic Form

Huge Dragon, Shares Your Alignment

Armor Class 13 + your Charisma Modifier

Temporary Hit Points 100 + your Constitution Modifier x your Proficiency Bonus

Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA

22 (+6)

14 (+2)

26 (+8)

Shares Yours

Shares Yours

Shares Yours

Damage Resistances(Chromatic or Metallic Only) acid, cold, fire, lightning, poison

Damage Resistances(Gem Only) force, necrotic, psychic, radiant, thunder

Condition Immunities charmed, frightened, poisoned

Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12

Languages shares your Languages

Proficiency Bonus (PB) equals your Proficiency bonus

Shared Immunity. When you transform, you become immune to the same damage type as your draconic ancestor.

Actions

Multiattack. The dragon makes a number of Claw attacks equal to half your Charisma Modifier (rounded down) and it uses Breath Weapon.

Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (8) 2d6 + Your Strength Modifier

Breath Weapon. You exhale destructive energy in a 30-foot cone (Metallic or Gem Only) or a 30-foot line that is 5 feet wide (Chromatic Only). Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes (42) 6d12 damage of the same type this dragon has immunity to on a failed save or half as much damage on a successful one.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the dragon but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
  • When you transform, you assume the dragon's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.

This transformation only lasts 1 minute or ends early when your HP drops to 0. You can also spend an additional 5 sorcery points to use this ability again.

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