Base Class: Sorcerer
In the ancient depths of dragon lore, there exists a rare tale whispered among scholars and sages—a tale of individuals chosen by dragons, destined to walk a path forged in the flames of draconic destiny. Whether selected as a pupil to a venerable wyrm, heralded as a champion of draconic kind, or called upon for a perilous quest steeped in mystery, these chosen ones find themselves at the intersection of magic and martial prowess.
Their journey begins with a bond forged in the crucible of draconic might, a bond that imbues them with a unique blend of arcane mastery and martial skill. Through the guidance of their draconic benefactor, they walk a path that transcends mortal limitations, embodying the essence of their draconic patron while wielding both spell and sword with equal finesse.
Draconic Gifts
At 1st level, you choose one of the following dragons as your benefactor, representing the elemental affinity bestowed upon you:
| Dragon Type | Elemental Affinity |
|---|---|
| Red | Fire |
| Blue | Lightning |
| Green | Poison |
| White | Cold |
| Black | Acid |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Silver | Cold |
| Gold | Fire |
You have resistance to the damage type associated with your draconic benefactor.
Your bond with your dragon grants you a ring imbued with the essence of the chosen dragon. This ring manifests in a style befitting the aesthetic of the selected dragon and permanently occupies one of your attunement slots. Once attuned, the ring cannot be forcibly removed from you, but you can summon or dismiss it at will.
Your ring serves as both a conduit for your magical energies and a gateway to your personal armory, a pocket dimension accessible only to you. The armory begins empty and can store weapons, armor, and shields. As an action, you can conjure and equip up to three items from your armory. You are considered attuned to any items you have added, though adding an item that requires attunement requires one hour to complete the attunement process. Non-attunement items can be added with a simple action. Items conjured from the armory last until dismissed as an action or until the next rest.
Proficiencies (1st level)
At 1st level, you gain proficiency in light and medium armor, as well as proficiency in simple and martial weapons and shields.
Draconic Empowerment
At 6th level, your bond with your chosen dragon deepens, infusing your conjured weapons with potent magical energy. The weapons summoned from your Draconic Armory are now considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Furthermore, you gain the Extra Attack ability, allowing you to make two attacks instead of one when you take the Attack action on your turn.
Draconic Ascendance
At 10th level, you further unlock the potential of your draconic lineage, mastering the fusion of magic and martial prowess—Draconic Ascendance. You gain the following benefits:
Draconic Presence: As an action, you can emanate an aura of draconic majesty, causing creatures of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, creatures are charmed and frightened by you for 1 minute or until they take damage. Once you use Draconic Presence, you can't do so again until you finish a long rest.
Arcane Mastery: When you hit a creature with a spell attack, you can spend 5 sorcery points to empower the spell, causing it to deal maximum damage. Once you use Arcane Surge, you can't do so again until you finish a long rest.
Draconic Assault
At 18th level, you harness the ferocity of your draconic lineage to unleash a flurry of attacks in combat—Draconic Assault. You can channel your draconic power to make a series of extra attacks as part of the Attack action.
You can spend 2 sorcery points to make an extra attack as part of the Attack action. These extra attacks benefit from any features or modifiers that apply to your regular attacks.
You can use Draconic Assault a number of times per day or per rest equal to your Charisma modifier. Once you've expended all uses of Draconic Assault, you can't do so again until you finish a long rest.
Additionally the weapons conjured from your armory now deal an extra 1d6 damage of the elemental type associated with your draconic benefactor.
Previous Versions
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