Fighter
Base Class: Fighter

Sorcerers carry a natural talent, a latent power that awakens magical potency deep within them. Sometimes, this blazing inferno is merely a tiny spark; nevertheless a gift to the unwary adventurer.

Draconic Ancestor

At 3rd level, you choose one type of dragon as your ancestor. 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.

Black Dragon

Acid Damage

Blue Dragon

Lightning Damage

Brass Dragon

Fire Damage

Bronze Dragon

Lightning Damage

Copper Dragon

Acid Damage

Gold Dragon

Fire Damage

Green Dragon

Poison Damage

Red Dragon

Fire Damage

Silver Dragon

Cold Damage

White Dragon

Cold Damage

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Draconic Ancestry Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Draconic Ancestor Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since your power comes from within. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Latent Dracomorphosis

At 7th level, you have gained control of your dracoform, a hybrid state between humanoid and dragon. As an action, you can transform into your dracoform. This form lasts for 10 minutes. You can speak and use equipment in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by +1 at 13th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. Your unarmed strikes are considered weapons for you. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 13th level.

 

Dragon Wings

At 10th 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.

Awakened Dragonblood

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you may roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges after a short rest.

Black

Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. You add your Constitution modifier to the damage of your breath weapon. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, but only shades of gray

Blue

Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. As part of the Hide action, you may burrow yourself into non-rock earth, just below the surface. While below the surface, you have a burrow speed of 15 feet (but you may not burrow deeper), you have vision, may breathe freely, count as having three-quarters cover, and you must spend a bonus action to emerge. While you are burrowed, creatures suffer a -5 penalty to their ability checks to find you, provided you are out of combat and not moving

Brass

Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have fire resistance. You gain proficiency in the Persuasion skill. You can cast the tongues spell once, but only on yourself, and with a duration of 30 minutes. You regain the ability to cast the spell this way after finishing a long rest.

Bronze

Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. You have a swim speed of 30 feet, and can breathe air and water. When using your breath weapon, you may instead choose to use repulsion gas with the same range and DC. This gas doesn't deal damage but instead imposes a Strength saving throw. Those who fail it are pushed back 15 feet from you. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.

Copper

Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. You gain proficiency in the Performance skill, and you know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell.

Gold

Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. You gain proficiency in the Insight skill. Your  fire damage, becomes radiant damage against fiends and undead creatures instead.

Green

Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage and advantage on saving throws against being poisoned.  You gain proficiency in the Deception skill. You can cast the disguise self spell once with this trait, appearing up to 2 feet shorter than normal with it, and regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this spell.

Red

Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. You gain proficiency in the Intimidation skill. You have advantage on saving throws against being charmed or frightened.

Silver

Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. You gain proficiency in the History skill. When using your breath weapon, you may instead choose to target a single creature within 15 feet with numbing gas. The creature doesn't suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You may regain this trait after finishing a long rest.

White

Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. You gain proficiency in the Survival skill. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started

Dracoform

At 18th level, the dragon within gas finally awakened. When you use your Latent Dracomorphosis, instead of transforming into your hybrid state, you can instead choose to transform into an Adult Dragon of the same type as your Draconic Ancestor.

Draconic Ancestry Image