Base Class: Sorcerer
Your innate magic comes from the dragon blood coursing through your veins, passed to you by a patron or 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.
Level 3: Draconic Magic
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.
| Sorcerer Level | Draconic Spells |
|---|---|
| 3rd | Command, Identify |
| 3rd | Darkvision (Self), See Invisibility |
| 5th | Fear, Glyph of Warding |
| 7th | Locate Creature, Private Sanctum |
| 9th | Geas, Legend Lore |
In addition, the spells Elemental Bane, Thaumaturgy, and True Polymorph are added to your sorcerer spell list. True Polymorph may only transform yourself, and only into a dragon of the same basic type as your Draconic Ancestor (black, gold etc.).
Level 3: Draconic Ancestor
At 3rd level, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. In addition, you must choose one type of dragon as your ancestor. You gain resistance to your Ancestry's typing and gain additional effects at later levels.
Amethyst or Astral (Force)
Your Draconic Ancestor's damage type is force.
Battle or Sapphire (Thunder)
Your Draconic Ancestor's damage type is thunder.
Black or Cooper (Acid)
Your Draconic Ancestor's damage type is acid.
Blue or Bronze (Lightning)
Your Draconic Ancestor's damage type is lightning.
Brass, Gold or Red (Fire)
Your Draconic Ancestor's damage type is fire.
Crystal or Radiant (Radiant)
Your Draconic Ancestor's damage type is radiant.
Emerald or Purple (Psychic)
Your Draconic Ancestor's damage type is psychic.
Green or Mercury (Poison)
Your Draconic Ancestor's damage type is poison.
Shadow, Topaz or Deep (Necrotic)
Your Draconic Ancestor's damage type is necrotic.
Silver or White (Cold)
Your Draconic Ancestor's damage type is cold.
Level 3: Hardened Scales
Starting at 3rd level, the magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Draconic Affinity
At 6th level, whenever you cast a sorcerer spell that deals the damage type of your Draconic Ancestor, you deal extra damage equal to your Charisma modifier (minimum of 1) to one damage roll of that spell. You also gain the following metamagic options in addition to those that you already know:
Metamagic: Draconic Fury
When you take the cast a sorcerer spell of 1st level or higher, you can spend two sorcery points to exhale a breath of powerful magic as a bonus action. Choosing either a 30ft cone or 60ft long (5ft wide) line, each creature of your choice within the area must make a dexterity saving throw against your Sorcerer Spell Save DC. On a failed save, they take damage equal to a number of 1d8's times the spell level matching your chosen Draconic Ancestry's typing. At 14th level, the range of the cone increases to 60ft, and the range of the Line increases to 90ft and becomes 10ft wide.
Metamagic: Reflective Scales
When you cast a sorcerer spell of 1st level of higher, you may spend two Sorcery points and syphon energy from the spell. You gain temporary hit points equal to five times the level of the spell level. Whilst you retain Temporary Hit Points through this effect, you gain the benefit of Half Cover.
Level 14: Soaring Might
At 14th level, you can sprout or dismiss a pair of dragon wings from your back as a bonus action, gaining a flying speed equal to your walking speed. You cannot sprout your wings while wearing medium or heavy Armor.
In addition, you may spend five sorcery points to increase your flying speed to 60 feet for one hour as a bonus action and may do this as part of the bonus action to sprout your wings.
Draconic Ascension
At 18th level, you gain the ability to unleash the full power of your draconic ancestry!
You learn the True Polymorph spell if you do not already know it, though it still may only be used to transform yourself into a dragon of the same basic type as your Draconic Ancestor (green, topaz etc.). When you do so, you may spend 10 sorcery points to gain the following additional benefits:
- You may retain any worn equipment that can accommodate your new form, otherwise items merge with your form as normal.
- You gain access to any Legendary Actions of your new form. Your Legendary Actions are regained only at the end of a short rest.
- You may cast sorcerer cantrips and spells up to 5th level using your own Spellcasting feature, casting modifier, spells, spell slots etc., ignoring uncosted material components, but may not have costed material components.
- You keep access to your Metamagic Options and Sorcerer points.
- You gain the ability to Change shape, as per the Change shape rulings below.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Draconic Avatar
When you use True Polymorph to transform yourself into a dragon, you may choose to use the Draconic Avatar stat block below:
Draconic Avatar
Huge dragon
AC 19 Initiative +14 (24)
HP 256 (19d12 + 133)Speed 40 ft., fly 80 ft.STR27(+8)DEX14(+2)CON25(+7)INT16 (+3)WIS15 (+2)CHA24 (+7)Saving Throws DEX +8, WIS +8
Skills Insight +8, Perception +14, Persuasion +13, stealth +8
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages (shares your languages)
Challenge 17 (18,000 XP) Proficiency Bonus +6
Adaptable. You have a burrow speed or swim speed or climb speed equal to your walking speed, chosen to match your ancestor. You can breathe both air and water if you have a swim speed.
Damage Immunity. You are immune to the damage type determined by your Draconic Ancestor.
Legendary Resistance (3/day). If you fail a saving throw, you can choose to succeed instead.
Telepathy: You may retain any natural telepathic ability (not equipment or a spell) that you had before transforming.
Actions
Multiattack. You can make three Rend attacks. You can replace one attack with a use of (A) Spellcasting (cantrip only) or (B) Alternate Breath (Metallic) or (C) Frightening Presence (Chromatic).
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) damage of your Draconic Ancestor's damage type.
Breath Weapon (Recharge 5-6). You exhale destruction in your choice of a 60-foot cone, or a 90-foot line that is five feet wide. Each creature in that area must take a Dexterity saving throw (DC 21), taking 66 (12d10) damage on a failed save, or half as much on a successful one. The damage type is determined by your Draconic Ancestor.
Alternate Breath (Metallic Only). You gain an alternative breath weapon that matches your Draconic Ancestor. The saving throw for this breath weapon is DC 21.Frightful Presence (Chromatic Only). Each creature of your choice within 120 feet and aware of you must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for 24 hours.
Spellcasting. You may cast a sorcerer cantrip or spells up to 5th level using your own Spellcasting feature, casting modifier, spells, spell slots etc., ignoring uncosted material components, but may not have costed material components.Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Bonus Actions
Psychic Step (Gem Only). You magically teleport to an unoccupied space it can see within 60 feet of you.
Legendary Actions
You can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn. You gain an additional Legendary Action that matches your Draconic Ancestor. (save DC 21, +13 to hit with spell attacks, +14 to hit with attacks)
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Psionics. (Gem Only) You can use Psychic Step or Spellcasting.
Spellcasting. You may cast a sorcerer cantrip using your own Spellcasting feature, casting modifier, spells, etc. You can’t take this action again until the start of its next turn.
Previous Versions
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