Base Class: Sorcerer
Ryūjin-Blooded sorcerers are among the rarest and most culturally significant innate spellcasters of the Shōrin Dominion.
Their magic does not necessarily arise from literal mortal-dragon ancestry.
Some unquestionably descend from ancient bloodlines touched by a Ryūjin generations ago. Others are born after an ancestor survives a dragon shrine ordeal, fulfills a sacred compact, or receives a blessing powerful enough to mark later descendants. A child conceived during a great typhoon, volcanic awakening, shrine miracle, or rare celestial omen might display Ryūjin resonance despite no known draconic ancestor at all.
Some are not born with the power.
They are chosen by it.
A pilgrim survives being struck by lightning upon a sacred peak.
A sailor is pulled alive from a storm after hearing a voice beneath the waves.
A shrine attendant walks through volcanic fire and emerges unburned.
A warrior receives a wound from a dragon-spirit and discovers the scar begins glowing whenever storms approach.
In such cases, Shōrin scholars may describe the individual as having developed dragon-touched spiritual resonance, a phenomenon already recognized among the rare specialists associated with the Dominion’s Ryūjin traditions.
The resulting power resembles draconic sorcery in some ways, but the Ryūjin-Blooded should not be understood simply as another biological dragon descendant.
Ryūjin are not merely beasts.
They are sacred powers tied to:
- sea;
- storm;
- volcanic fire;
- wind;
- rivers;
- fortune;
- authority;
- and the relationship between mortal society and the unseen world.
The sorcerer therefore carries something closer to living spiritual weather than conventional draconic inheritance.
Origins in Aetheris
The Ryūjin-Blooded tradition is most strongly associated with the Shōrin Dominion and the Nihonkai Isle Chain.
Within Dominion religion, Ryūjin are among the most revered supernatural forces. They are believed to govern natural phenomena such as storms, rivers, volcanoes, and winds; judge leadership; influence the legitimacy of the Shōgun; empower dragon-breath martial traditions; and maintain balance between mortal and spirit worlds.
Particularly important Ryūjin-associated regions include:
Seiryūjima
The Island of the Azure Dragon, where draconic symbolism, the Azure Chrysanthemum Accord, mountain shrines, storms, and spirit traditions overlap.
Many Ryūjin-Blooded associated with water, wind, storms, and azure dragon manifestations trace their awakening to Seiryūjima.
Tatsuryūshima
The Dominion’s great volcanic dragon-spine island.
It is already associated with:
- forgecraft;
- fire rites;
- dragon reverence;
- martial severity;
- volcanic materials;
- and sacred draconic presence.
Ryūjin-Blooded from Tatsuryūshima often manifest:
- volcanic heat;
- smoke;
- fire;
- molten stone;
- ash;
- or destructive thunder.
Eishōrin
The sacred mountain island is home to major shrines, pilgrimage traditions, and spiritual authorities.
Some Ryūjin-Blooded are identified here through:
- prophecy;
- dream;
- ritual testing;
- or shrine divination.
Nagisahama
Coastal bloodlines associated with sea dragons, typhoons, currents, and tide-kami may produce sorcerers whose magic feels more fluid and maritime.
Kurosejima
Rare Ryūjin-Blooded from Kurosejima tend to be associated with:
- mist;
- rain;
- hidden rivers;
- storm-fog;
- and serpentine spirits whose power is less overtly destructive.
Philosophy and Doctrine
There is no universal Ryūjin-Blooded philosophy.
The power is innate.
The interpretation is cultural.
Within the Shōrin Dominion, most are taught three important lessons.
Power Is Not Ownership
A Ryūjin-Blooded does not own the dragon power.
They are carrying it.
This distinction matters deeply.
The Dominion’s spiritual traditions treat powerful magic as relational rather than purely personal. Ryūjin are sacred forces, and their influence is understood as obligation as much as gift.
A sorcerer who boasts:
“This power belongs to me.”
may receive a very cold response from shrine authorities.
Element Is Temperament, Not Destiny
A fire-aspected Ryūjin-Blooded is not required to be angry.
A storm-aspected sorcerer need not be chaotic.
A sea-aspected sorcerer need not be gentle.
The element reflects the character of the spiritual influence, not a compulsory personality.
Power Creates Obligation
Many Ryūjin-Blooded grow up hearing some variation of:
“If the dragon placed strength in you, it was not merely for your convenience.”
This creates tension between:
- personal freedom;
- shrine expectation;
- state service;
- family ambition;
- and genuine spiritual obligation.
Some Ryūjin-Blooded gladly serve.
Some leave.
Some rebel against the idea that being born unusual automatically makes their life public property.
Spiritual Legitimacy and Political Tension
Ryūjin are tied not only to religion but to political legitimacy.
Dominion tradition describes them as judges of leadership and as sacred forces connected to the legitimacy of the Shōgun.
That makes a visibly Ryūjin-touched sorcerer politically significant.
A powerful bloodline may become:
- a source of prestige;
- a marriage target;
- a shrine concern;
- a military asset;
- a political omen;
- or a potential threat to established narratives of legitimacy.
A Ryūjin-Blooded who publicly claims that a dragon has rejected a ruler can start a crisis without casting a single spell.
Visual Identity
Ryūjin-Blooded individuals often develop visible signs of their inheritance or awakening.
These may include:
- iridescent scale-like patterns along the shoulders or spine;
- unusual eyes with draconic pupils;
- faintly luminous veins;
- hair that moves like underwater grass or storm-blown silk;
- breath that steams in warm air;
- skin that smells faintly of rain or ash;
- patches of pearl-like or obsidian scales;
- small horn ridges;
- unusually warm or cold skin;
- storm-light flickering beneath the eyes;
- or a spectral draconic silhouette visible during intense spellcasting.
Their manifestation depends heavily upon their Ryūjin Aspect.
A storm-blooded sorcerer might display blue-white lightning crawling across the arms.
A volcanic sorcerer may develop dark scales traced with ember-red cracks.
A sea-blooded sorcerer may have pale jade or blue-green scales with a pearl sheen.
A wind-associated Ryūjin-Blooded may manifest translucent fins, whisker-like currents of light, or floating ribbons of cloud.
When they cast powerful spells, their magic frequently resembles a coiling eastern dragon rather than a conventional winged drake.
Role in Aetheris
The Ryūjin-Blooded is primarily a:
Striker / Controller
with strong elemental mobility and defensive utility.
Its defining mechanical concepts are:
- selecting a Ryūjin Aspect;
- enhancing elemental spells;
- spending Sorcery Points to alter elemental behavior;
- gaining movement tied to dragon nature;
- resisting its chosen element;
- and eventually manifesting a powerful draconic spiritual form.
The subclass is intentionally broader than a single elemental sorcerer.
Different Ryūjin express different natural forces.
Subclass Integration
Shōrin Dominion
Ryūjin-Blooded are treated with respect, curiosity, and caution.
They may become:
- shrine guardians;
- military specialists;
- court advisors;
- ritual champions;
- naval weather-callers;
- monastery initiates;
- or politically significant household members.
The Dominion already maintains Ryūjin Divisions, elite detachments drawn from monks, mystics, shrine-trained warriors, dragon-devoted Hengeyokai, Tatsuryūshima ascetics, and rare people with dragon-touched spiritual resonance. Their work includes battlefield purification, weather rites, fire and storm warding, dragon shrine defense, and intervention against supernatural threats.
Ryūjin-Blooded sorcerers fit naturally into these formations.
Shrine Orders
Major Ryūjin shrines may regard a sorcerer as:
- blessed;
- burdened;
- chosen;
- dangerous;
- or in need of formal guidance.
Different shrines interpret manifestations differently.
One shrine may believe a child is sacred.
Another may insist the child must undergo purification before anyone decides what the manifestation means.
Lantern Court
The Lantern Court is likely to take special interest in Ryūjin-Blooded sorcerers whose manifestations appear unstable, prophetic, or spiritually unusual.
Its scholars would likely distinguish between:
- inherited draconic blood;
- shrine blessing;
- spirit resonance;
- possession;
- curse;
- and true Ryūjin awakening.
Dragoncoil Armory
Dragoncoil engineers have obvious interest in Ryūjin-Blooded elemental phenomena.
Collaboration may involve:
- lightning containment;
- heat-resistant materials;
- storm-powered mechanisms;
- magical stabilization;
- or dragon-resonant weapon prototypes.
The Ryūjin-Blooded may find this either fascinating or deeply offensive.
Tempered Chrysanthemum
The Guild may create:
- dragon-resonant weapons;
- ceremonial armor;
- heat-proof or storm-proof equipment;
- shrine-approved fittings;
- and tools designed for characters whose magic damages ordinary materials.
Ryūjin Divisions
This is perhaps the subclass’s most natural military home.
Ryūjin-Blooded members may serve as:
- elemental shock troops;
- spiritual defenders;
- weather specialists;
- shrine champions;
- curse suppressors;
- or sacred battlefield anchors.
Rival Factions and Enemies
Ryūjin-Blooded commonly oppose:
- dragon-corrupting cults;
- demonologists;
- hostile elementalists;
- desecrators of dragon shrines;
- foreign powers exploiting sacred volcanic sites;
- entities attempting to enslave Ryūjin;
- corrupt rulers claiming false dragon legitimacy;
- and supernatural forces destabilizing Nihonkai weather or volcanic balance.
The Obsidian Hegemony is particularly dangerous because Dominion material specifically identifies foreign interest in volcanic and dragon-associated sites as a likely source of conflict.
Ryūjin-Blooded Features
|
Sorcerer Level |
Feature |
|
3rd |
Ryūjin Aspect, Dragon-Breath Sorcery |
|
6th |
Sacred Scale |
|
14th |
Coils of Heaven and Sea |
|
18th |
Incarnation of the Ryūjin |
Level 3: Ryūjin Aspect
Your magic bears the imprint of a particular expression of Ryūjin power.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Improves at 6th and 18th levels
Choose one Ryūjin Aspect when you gain this subclass.
Azure Storm
Associated with:
- lightning;
- thunder;
- rain;
- and sea storms.
Damage Type: Lightning
You gain Resistance to Lightning damage at 6th level.
Ember Dragon
Associated with:
- volcanoes;
- forge heat;
- ash;
- and sacred fire.
Damage Type: Fire
You gain Resistance to Fire damage at 6th level.
White Gale
Associated with:
- wind;
- mountain storms;
- cold;
- and high-altitude dragons.
Damage Type: Cold
You gain Resistance to Cold damage at 6th level.
Black Tide
Associated with:
- deep sea;
- abyssal pressure;
- storms;
- and destructive water.
Damage Type: Thunder
You gain Resistance to Thunder damage at 6th level.
Jade River
Associated with:
- rivers;
- rain;
- growth;
- fertility;
- and renewing water.
Damage Type: Acid
You gain Resistance to Acid damage at 6th level.
The Acid damage here represents magically concentrated water, mineral force, and corrosive draconic rain rather than conventional poison or acid.
Aspect Magic
When you cast a Sorcerer spell that deals one of the following damage types:
- Acid;
- Cold;
- Fire;
- Lightning;
- Thunder,
you may change that damage to your Ryūjin Aspect’s damage type.
You may do this a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
At 6th level, you may instead spend 1 Sorcery Point to change the damage type when you have no uses remaining.
Level 3: Ryūjin Spellcraft
Your blood carries knowledge that ordinary sorcerers would have to study.
You gain access to the following Ryūjin-Blooded Spells.
These spells are Sorcerer spells for you.
They do not automatically count against the number of Sorcerer spells you know if your campaign uses a fixed known-spell system; the Game Master may instead allow them as an expanded subclass spell list.
Ryūjin-Blooded Spell List
|
Spell Level |
Spell |
|
Cantrip |
Ryūjin Spark |
|
Cantrip |
Dragonwind Step |
|
1st |
Coiling Dragon Breath |
|
1st |
Mantle of Sacred Weather |
|
2nd |
River-Dragon’s Passage |
|
2nd |
Stormscale Rebuke |
|
3rd |
Ryūjin’s Descending Coil |
|
3rd |
Breath of the Five Currents |
|
4th |
Dragon of Cloud and Tide |
|
4th |
Volcanic Shrine Ward |
|
5th |
Mandate of the Storm Dragon |
|
5th |
Ryūjin’s Wrath |
|
6th |
Incarnate Dragonstorm |
|
6th |
Call of the Five Ryūjin |
Whenever one of these spells deals Acid, Cold, Fire, Lightning, or Thunder damage, it qualifies for your Aspect Conversion, Elemental Blood, and later Ryūjin-Blooded features.
Level 3: Dragon-Breath Sorcery
The first and most recognizable manifestation of Ryūjin power is the ability to release elemental force through the breath.
Action Type: Bonus Action or Action, depending on option
Uses: Proficiency Bonus per Long Rest or Sorcery Points
Duration: Instantaneous
Scaling: Damage increases with Sorcerer level
As an Action, you exhale elemental power in either:
- a 15-foot cone;
- or a 30-foot line that is 5 feet wide.
Choose the shape each time.
Creatures in the area make a Dexterity saving throw against your Sorcerer spell save DC.
On a failure, a creature takes damage equal to:
- 3d6 at 3rd level
- 4d6 at 6th level
- 5d6 at 11th level
- 6d6 at 14th level
- 8d6 at 18th level
The damage type is your Ryūjin Aspect damage.
A successful save halves the damage.
You may use Dragon-Breath Sorcery a number of times equal to your Proficiency Bonus and regain all expended uses after a Long Rest.
If you have no uses remaining, you may spend 2 Sorcery Points to use it again.
Breath Metamagic
When you use Dragon-Breath Sorcery, you may spend 1 Sorcery Point to apply one of the following effects.
Driving Breath
Creatures that fail the save are pushed 10 feet away from you.
Coiling Breath
You may exclude a number of creatures equal to your Charisma modifier from the effect.
Lingering Breath
One creature that fails its save takes additional damage equal to your Charisma modifier at the beginning of its next turn.
Roaring Breath
A creature that fails its save cannot take Reactions until the beginning of its next turn.
Level 6: Sacred Scale
The Ryūjin within your blood begins reshaping your body into something capable of containing greater elemental power.
Action Type: Passive / Reaction
Uses: Reaction benefit — Proficiency Bonus per Long Rest
Duration: Instantaneous
Scaling: Resistance becomes broader during capstone
You gain Resistance to the damage type associated with your Ryūjin Aspect.
In addition, whenever you take damage of that type, you may use your Reaction to invoke Sacred Scale.
Reduce the triggering damage by:
1d10 + your Charisma modifier + half your Sorcerer level
after applying Resistance.
If this reduces the damage to 0, you may immediately move up to 10 feet without provoking Opportunity Attacks.
This movement represents your body transforming briefly into mist, sparks, ash, rain, or elemental wind.
You may use Sacred Scale a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest.
Elemental Blood
Whenever you cast a spell that deals your Aspect damage, add your Charisma modifier to one damage roll of that spell.
You may apply this bonus only once per spell.
Dragon’s Authority
You also gain Advantage on Charisma checks made against:
- dragons;
- dragon spirits;
- dragon-associated kami;
- or creatures that recognize Ryūjin spiritual authority.
This does not compel obedience.
A hostile dragon can remain hostile while acknowledging what you are.
Level 14: Coils of Heaven and Sea
Your Ryūjin power no longer remains confined entirely within mortal anatomy.
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 10 minutes
Scaling: Improved at 18th level
As a Bonus Action, manifest a spectral Ryūjin mantle.
Depending upon your Aspect, this may appear as:
- cloud-serpent coils;
- fins of spectral water;
- flame streamers;
- translucent dragon scales;
- storm ribbons;
- or a serpentine draconic shadow surrounding your body.
For 10 minutes, you gain the following benefits.
Dragonflight
You gain a Fly Speed equal to your Speed and can Hover.
The movement does not necessarily manifest as wings.
You may:
- ride currents of wind;
- coil through the air on spectral water;
- move upon clouds;
- or be carried by visible draconic energy.
Elemental Passage
You can move through a space occupied by another creature, provided that creature is at least one size larger than you.
You cannot end your turn there.
Ryūjin Wake
Once on each of your turns after you move at least 20 feet, choose one creature you passed within 5 feet of during that movement.
It must make a Dexterity saving throw.
On a failure, it takes 2d8 damage of your Aspect type.
A creature can take this damage only once per turn.
Storm-Sovereign Movement
Difficult Terrain caused by:
- water;
- wind;
- rain;
- ash;
- volcanic rock;
- snow;
- or ice
costs you no additional movement.
You may use Coils of Heaven and Sea a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest.
Level 18: Incarnation of the Ryūjin
You cease merely channeling dragon power.
For a brief time, you become its mortal expression.
Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
Scaling: Capstone
As a Bonus Action, transform into the Incarnation of the Ryūjin for 1 minute.
Your body becomes surrounded by a vast spectral dragon whose movements mirror your own.
Your appearance may include:
- full draconic eyes;
- luminous scales;
- sweeping horns;
- elemental whiskers;
- claw-like hands;
- a serpentine aura;
- or a ghostly Ryūjin coiling around your body.
The transformation ends early if you become Incapacitated.
While transformed, you gain the following benefits.
Perfect Dragonflight
Your Fly Speed becomes 60 feet, and you Hover.
You may move through creatures’ spaces regardless of size.
You still cannot end your movement there.
Fivefold Elemental Body
You gain Resistance to:
- Acid;
- Cold;
- Fire;
- Lightning;
- and Thunder damage.
You are also immune to the damage type associated with your Ryūjin Aspect.
Greater Dragon-Breath
When you use Dragon-Breath Sorcery during the transformation:
- it does not expend one of your normal uses;
- its damage becomes 8d6;
- and you may use it as a Bonus Action instead of an Action.
You may use Greater Dragon-Breath only once on each of your turns.
Ryūjin Spellcasting
Once per turn when you cast a Sorcerer spell dealing:
- Acid;
- Cold;
- Fire;
- Lightning;
- or Thunder damage,
you may change all damage from that spell to your Aspect damage without expending Aspect Magic or Sorcery Points.
Additionally, one damage roll of that spell gains a bonus equal to your Sorcerer level.
Sovereign Storm
A 20-foot aura surrounds you.
Enemies entering the aura for the first time on a turn or starting their turn there must make a Strength saving throw against your Sorcerer spell save DC.
On a failure, choose one:
Dragonwind
Push the creature 10 feet.
Thundercoil
The creature cannot take Reactions until the beginning of its next turn.
Stormbind
Its Speed is reduced by 10 feet until the beginning of its next turn.
Mandate of the Dragon
When you activate Incarnation of the Ryūjin, creatures of your choice within 30 feet must make a Wisdom saving throw.
On a failure, a hostile creature is Frightened of you until the end of your next turn.
Allies instead gain Temporary Hit Points equal to:
your Sorcerer level + your Charisma modifier.
A creature that succeeds against the Frightened effect is immune to that portion of Mandate of the Dragon for 24 hours.
After Incarnation of the Ryūjin ends, you cannot use it again until you finish a Long Rest.
Optional Ryūjin-Blooded Metamagic Expressions
These can be used as optional subclass-specific techniques, feats, blessings, or advanced teachings.
Coiling Spell
When you cast a line or cone spell, spend 1 Sorcery Point.
You may curve the area once by up to 90 degrees.
The total length does not increase.
Dragonwake Spell
When a spell dealing your Aspect damage reduces a hostile creature to 0 Hit Points, spend 1 Sorcery Point.
Move up to 10 feet without provoking Opportunity Attacks.
Shrine-Blessed Spell
When a creature succeeds on a saving throw against one of your Sorcerer spells, spend 2 Sorcery Points.
Choose an ally affected by the same spell.
That ally gains Temporary Hit Points equal to your Charisma modifier + your Proficiency Bonus.
Storm-Scribed Spell
When you cast a spell dealing your Aspect damage, spend 1 Sorcery Point to cause the spell to ignore Resistance to that damage type.
Immunity remains Immunity.
Dragon’s Rebuke
When a creature within 30 feet damages you, use your Reaction and spend 2 Sorcery Points.
The creature takes damage equal to:
2 rolls of your Sorcerous Burst die
of your Aspect damage type.
Playing a Ryūjin-Blooded Sorcerer
The subclass is designed for a Sorcerer who wants to feel like an elemental dragon spirit is gradually emerging through them.
Its typical combat pattern is:
- choose spells matching your preferred elemental style;
- convert elemental spells through Ryūjin Aspect;
- use Dragon-Breath Sorcery when enemies cluster;
- rely on Sacred Scale when facing your own element;
- use Coils of Heaven and Sea for exceptional battlefield movement;
- transform through Incarnation of the Ryūjin during climactic encounters.
The subclass is less about permanent natural armor and more about:
- elemental magic;
- movement;
- spiritual transformation;
- and sorcerous expression.
Strengths
Ryūjin-Blooded excel at:
- elemental damage;
- damage conversion;
- area attacks;
- mobility;
- flying;
- elemental resistance;
- and Sorcery Point interaction.
They are particularly effective when specializing in a thematic elemental spell package.
Weaknesses
The subclass provides little protection against:
- weapon damage;
- psychic effects;
- radiant effects;
- necrotic effects;
- or force damage.
Its defenses are strongly elemental.
The subclass also encourages concentration of damage into one elemental type.
Enemies immune to that type can therefore create tactical complications unless the sorcerer retains alternative spells.
Roleplaying the Ryūjin-Blooded
A Ryūjin-Blooded character has an unusually rich place in Shōrin society.
Possible relationships to the power include:
The Blessed
You believe a Ryūjin chose you.
You consider the power sacred.
The Heir
Your family has produced Ryūjin-Blooded sorcerers for generations.
Your magic is simultaneously gift and dynasty.
The Burdened
Everyone decided your magic gave your life meaning before you were old enough to decide what you wanted.
You resent it.
The Skeptic
You know the power is real.
You are less certain everyone around you is correct about what it means.
The Living Omen
Your birth corresponded with:
- a typhoon;
- eruption;
- comet;
- dragon sighting;
- or political upheaval.
People have been interpreting you ever since.
The Unrecognized
You awakened far outside the Dominion.
You may not even know the word Ryūjin.
Shōrin scholars meeting you may find your existence fascinating.
Faction and Organization Connections
Ryūjin-Blooded characters may have ties to:
- Ryūjin Divisions;
- major Ryūjin shrines;
- Lantern Court;
- Azure Chrysanthemum Accord;
- shrine authorities;
- Tatsuryūshima monasteries;
- Dragonbone Monastery;
- Azure Fleet;
- Dragoncoil Armory;
- Tempered Chrysanthemum;
- the Shōgunal court;
- or one of the Great Clans.
The current Dominion specifically recognizes Dragonbone Monastery as a Ryūjin-linked institution known for flame-breath meditation and spirit-channeling.
Adventure Hooks
The Child Beneath the Typhoon
A child is born during the worst storm in fifty years.
Lightning strikes the house seven times.
Nothing burns.
Three Ryūjin shrines claim the child belongs under their protection.
The Dragon’s Refusal
A Ryūjin-Blooded character loses access to their Aspect Magic while entering a particular shrine.
The shrine priests insist this proves corruption.
The character’s dreams suggest the Ryūjin is refusing the shrine, not the sorcerer.
Blood of the First Shōgun
Evidence suggests the founding Shōgun’s bloodline carried genuine Ryūjin resonance.
A modern Ryūjin-Blooded commoner possesses the same spiritual signature.
The political implications are catastrophic.
The Volcano Speaks Your Name
Tatsuryūshima begins experiencing unexplained tremors.
Each occurs whenever the sorcerer uses Metamagic.
The Dragon Under Seiryūjima
A massive spectral dragon appears in the dreams of every Ryūjin-Blooded in the Dominion.
It says only:
"You have mistaken stewardship for obedience."
The Ryūjin Wrath
Dragon shrines across the Dominion begin falling silent or turning hostile—a possibility already established as a major Shōrin campaign arc.
Ryūjin-Blooded individuals begin manifesting new scars.
Nobody knows whether they are warnings or invitations.
Notable NPCs
Lady Aoi Stormscale
Species: Shirohami
Class: Sorcerer — Ryūjin-Blooded
Aspect: Azure Storm
Role: Ryūjin Division battlefield mystic
Aoi can sense typhoons days before conventional navigators.
She has served alongside the Azure Fleet during major supernatural storms.
Her presence aboard a ship is considered extremely fortunate.
She personally considers this superstition.
The sailors do not care.
Hino Ember-Vein
Species: Shirohami
Class: Sorcerer — Ryūjin-Blooded
Aspect: Ember Dragon
Role: Tatsuryūshima shrine champion
Hino’s scales resemble black volcanic glass with dull red light beneath them.
He cannot remember a time when ordinary flame hurt him.
He has recently begun dreaming of Emberwind Cavern.
Something inside is calling him by a name nobody living knows.
Mei Tide-Between-Stars
Species: Kitsune
Class: Sorcerer — Ryūjin-Blooded
Aspect: Black Tide
Role: Wandering spirit interpreter
Mei’s emergence caused theological controversy because several conservative priests expected strong Ryūjin resonance to manifest primarily through traditional Shirohami shrine lineages.
The Ryūjin apparently did not consult them.
Balance Notes
Intended Role
Primary: Striker / Controller
Secondary: Mobile Caster
Damage Profile
The subclass gains:
- Charisma to one elemental damage roll at level 6;
- limited damage conversion;
- Dragon-Breath Sorcery;
- strong 18th-level bonuses.
It does not add Charisma to every damage roll or every target.
This prevents multi-target spells from scaling excessively.
Defensive Profile
The subclass gains:
- one elemental Resistance at 6th level;
- situational damage reduction;
- strong temporary elemental defenses at 18th level.
It does not receive permanent armor or large AC boosts.
Sorcery Point Economy
The subclass deliberately interacts with Sorcery Points but does not require them for every core feature.
Sorcery Points can:
- restore breath uses;
- enable damage conversion;
- modify breath;
- power optional techniques.
This preserves normal Metamagic choices.
Comparison to Traditional Draconic Sorcery
The Ryūjin-Blooded is deliberately distinct from conventional draconic ancestry.
Traditional draconic sorcery emphasizes:
- physical dragon ancestry;
- scales;
- elemental affinity;
- and dragon-like physiology.
Ryūjin-Blooded emphasizes:
- sacred spiritual resonance;
- elemental movement;
- weather and natural forces;
- breath techniques;
- shrine relationships;
- and transformation into a spiritual dragon manifestation.
It is therefore culturally and mechanically a Ryūjin subclass, not merely a Shōrin reskin of a standard Draconic Sorcerer.
Summary
The Ryūjin-Blooded turns the Sorcerer into a mortal vessel for one of the Shōrin Dominion’s most revered sacred powers.
Its identity rests upon:
element, spirit, obligation, and transformation.
At 3rd level, the character selects a Ryūjin Aspect and develops elemental Dragon-Breath Sorcery.
At 6th level, Sacred Scale deepens the character’s elemental resistance and spell damage.
At 14th level, Coils of Heaven and Sea allows the sorcerer to move like a spectral eastern dragon through sky, storm, water, ash, or wind.
At 18th level, Incarnation of the Ryūjin turns the sorcerer into a temporary embodiment of sacred draconic power.
The subclass also fits directly into existing Dominion institutions. Current Shōrin canon already recognizes rare people possessing dragon-touched spiritual resonance, and the Ryūjin Divisions explicitly include specialists capable of elemental breath techniques, storm-calling rites, heat-resistant disciplines, and protective dragon wards.
The subclass simply answers the next question:
What happens when that resonance is not merely trained—
but born powerful enough to cast spells?
"The storm does not ask whether I am worthy. The storm asks whether I will carry it without becoming it."
Ryūjin Aspect
Your magic bears the imprint of a particular expression of Ryūjin power.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Improves at 6th and 18th levels
Choose one Ryūjin Aspect when you gain this subclass.
Azure Storm
Associated with:
- lightning;
- thunder;
- rain;
- and sea storms.
Damage Type: Lightning
You gain Resistance to Lightning damage at 6th level.
Ember Dragon
Associated with:
- volcanoes;
- forge heat;
- ash;
- and sacred fire.
Damage Type: Fire
You gain Resistance to Fire damage at 6th level.
White Gale
Associated with:
- wind;
- mountain storms;
- cold;
- and high-altitude dragons.
Damage Type: Cold
You gain Resistance to Cold damage at 6th level.
Black Tide
Associated with:
- deep sea;
- abyssal pressure;
- storms;
- and destructive water.
Damage Type: Thunder
You gain Resistance to Thunder damage at 6th level.
Jade River
Associated with:
- rivers;
- rain;
- growth;
- fertility;
- and renewing water.
Damage Type: Acid
You gain Resistance to Acid damage at 6th level.
The Acid damage here represents magically concentrated water, mineral force, and corrosive draconic rain rather than conventional poison or acid.
Aspect Magic
When you cast a Sorcerer spell that deals one of the following damage types:
- Acid;
- Cold;
- Fire;
- Lightning;
- Thunder,
you may change that damage to your Ryūjin Aspect’s damage type.
You may do this a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
At 6th level, you may instead spend 1 Sorcery Point to change the damage type when you have no uses remaining.
Aspect Magic
When you cast a Sorcerer spell that deals one of the following damage types:
- Acid;
- Cold;
- Fire;
- Lightning;
- Thunder,
you may change that damage to your Ryūjin Aspect’s damage type.
You may do this a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
At 6th level, you may instead spend 1 Sorcery Point to change the damage type when you have no uses remaining.
Azure Storm
Associated with:
- lightning;
- thunder;
- rain;
- and sea storms.
Damage Type: Lightning
You gain Resistance to Lightning damage at 6th level.
Black Tide
Associated with:
- deep sea;
- abyssal pressure;
- storms;
- and destructive water.
Damage Type: Thunder
You gain Resistance to Thunder damage at 6th level.
Ember Dragon
Associated with:
- volcanoes;
- forge heat;
- ash;
- and sacred fire.
Damage Type: Fire
You gain Resistance to Fire damage at 6th level.
Jade River
Associated with:
- rivers;
- rain;
- growth;
- fertility;
- and renewing water.
Damage Type: Acid
You gain Resistance to Acid damage at 6th level.
The Acid damage here represents magically concentrated water, mineral force, and corrosive draconic rain rather than conventional poison or acid.
White Gale
Associated with:
- wind;
- mountain storms;
- cold;
- and high-altitude dragons.
Damage Type: Cold
You gain Resistance to Cold damage at 6th level.
Ryūjin Spellcraft
Your blood carries knowledge that ordinary sorcerers would have to study.
You gain access to the following Ryūjin-Blooded Spells.
These spells are Sorcerer spells for you.
They do not automatically count against the number of Sorcerer spells you know if your campaign uses a fixed known-spell system; the Game Master may instead allow them as an expanded subclass spell list.
Ryūjin-Blooded Spell List
|
Spell Level |
Spell |
|
Cantrip |
Ryūjin Spark |
|
Cantrip |
Dragonwind Step |
|
1st |
Coiling Dragon Breath |
|
1st |
Mantle of Sacred Weather |
|
2nd |
River-Dragon’s Passage |
|
2nd |
Stormscale Rebuke |
|
3rd |
Ryūjin’s Descending Coil |
|
3rd |
Breath of the Five Currents |
|
4th |
Dragon of Cloud and Tide |
|
4th |
Volcanic Shrine Ward |
|
5th |
Mandate of the Storm Dragon |
|
5th |
Ryūjin’s Wrath |
|
6th |
Incarnate Dragonstorm |
|
6th |
Call of the Five Ryūjin |
Whenever one of these spells deals Acid, Cold, Fire, Lightning, or Thunder damage, it qualifies for your Aspect Conversion, Elemental Blood, and later Ryūjin-Blooded features.
Dragon-Breath Sorcery
The first and most recognizable manifestation of Ryūjin power is the ability to release elemental force through the breath.
Action Type: Bonus Action or Action, depending on option
Uses: Proficiency Bonus per Long Rest or Sorcery Points
Duration: Instantaneous
Scaling: Damage increases with Sorcerer level
As an Action, you exhale elemental power in either:
- a 15-foot cone;
- or a 30-foot line that is 5 feet wide.
Choose the shape each time.
Creatures in the area make a Dexterity saving throw against your Sorcerer spell save DC.
On a failure, a creature takes damage equal to:
- 3d6 at 3rd level
- 4d6 at 6th level
- 5d6 at 11th level
- 6d6 at 14th level
- 8d6 at 18th level
The damage type is your Ryūjin Aspect damage.
A successful save halves the damage.
You may use Dragon-Breath Sorcery a number of times equal to your Proficiency Bonus and regain all expended uses after a Long Rest.
If you have no uses remaining, you may spend 2 Sorcery Points to use it again.
Breath Metamagic
When you use Dragon-Breath Sorcery, you may spend 1 Sorcery Point to apply one of the following effects.
Driving Breath
Creatures that fail the save are pushed 10 feet away from you.
Coiling Breath
You may exclude a number of creatures equal to your Charisma modifier from the effect.
Lingering Breath
One creature that fails its save takes additional damage equal to your Charisma modifier at the beginning of its next turn.
Roaring Breath
A creature that fails its save cannot take Reactions until the beginning of its next turn.
Sacred Scale
The Ryūjin within your blood begins reshaping your body into something capable of containing greater elemental power.
Action Type: Passive / Reaction
Uses: Reaction benefit — Proficiency Bonus per Long Rest
Duration: Instantaneous
Scaling: Resistance becomes broader during capstone
You gain Resistance to the damage type associated with your Ryūjin Aspect.
In addition, whenever you take damage of that type, you may use your Reaction to invoke Sacred Scale.
Reduce the triggering damage by:
1d10 + your Charisma modifier + half your Sorcerer level
after applying Resistance.
If this reduces the damage to 0, you may immediately move up to 10 feet without provoking Opportunity Attacks.
This movement represents your body transforming briefly into mist, sparks, ash, rain, or elemental wind.
You may use Sacred Scale a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest.
Elemental Blood
Whenever you cast a spell that deals your Aspect damage, add your Charisma modifier to one damage roll of that spell.
You may apply this bonus only once per spell.
Dragon’s Authority
You also gain Advantage on Charisma checks made against:
- dragons;
- dragon spirits;
- dragon-associated kami;
- or creatures that recognize Ryūjin spiritual authority.
This does not compel obedience.
A hostile dragon can remain hostile while acknowledging what you are.
Coils of Heaven and Sea
Your Ryūjin power no longer remains confined entirely within mortal anatomy.
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 10 minutes
Scaling: Improved at 18th level
As a Bonus Action, manifest a spectral Ryūjin mantle.
Depending upon your Aspect, this may appear as:
- cloud-serpent coils;
- fins of spectral water;
- flame streamers;
- translucent dragon scales;
- storm ribbons;
- or a serpentine draconic shadow surrounding your body.
For 10 minutes, you gain the following benefits.
Dragonflight
You gain a Fly Speed equal to your Speed and can Hover.
The movement does not necessarily manifest as wings.
You may:
- ride currents of wind;
- coil through the air on spectral water;
- move upon clouds;
- or be carried by visible draconic energy.
Elemental Passage
You can move through a space occupied by another creature, provided that creature is at least one size larger than you.
You cannot end your turn there.
Ryūjin Wake
Once on each of your turns after you move at least 20 feet, choose one creature you passed within 5 feet of during that movement.
It must make a Dexterity saving throw.
On a failure, it takes 2d8 damage of your Aspect type.
A creature can take this damage only once per turn.
Storm-Sovereign Movement
Difficult Terrain caused by:
- water;
- wind;
- rain;
- ash;
- volcanic rock;
- snow;
- or ice
costs you no additional movement.
You may use Coils of Heaven and Sea a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest.
Incarnation of the Ryūjin
You cease merely channeling dragon power.
For a brief time, you become its mortal expression.
Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
Scaling: Capstone
As a Bonus Action, transform into the Incarnation of the Ryūjin for 1 minute.
Your body becomes surrounded by a vast spectral dragon whose movements mirror your own.
Your appearance may include:
- full draconic eyes;
- luminous scales;
- sweeping horns;
- elemental whiskers;
- claw-like hands;
- a serpentine aura;
- or a ghostly Ryūjin coiling around your body.
The transformation ends early if you become Incapacitated.
While transformed, you gain the following benefits.
Perfect Dragonflight
Your Fly Speed becomes 60 feet, and you Hover.
You may move through creatures’ spaces regardless of size.
You still cannot end your movement there.
Fivefold Elemental Body
You gain Resistance to:
- Acid;
- Cold;
- Fire;
- Lightning;
- and Thunder damage.
You are also immune to the damage type associated with your Ryūjin Aspect.
Greater Dragon-Breath
When you use Dragon-Breath Sorcery during the transformation:
- it does not expend one of your normal uses;
- its damage becomes 8d6;
- and you may use it as a Bonus Action instead of an Action.
You may use Greater Dragon-Breath only once on each of your turns.
Ryūjin Spellcasting
Once per turn when you cast a Sorcerer spell dealing:
- Acid;
- Cold;
- Fire;
- Lightning;
- or Thunder damage,
you may change all damage from that spell to your Aspect damage without expending Aspect Magic or Sorcery Points.
Additionally, one damage roll of that spell gains a bonus equal to your Sorcerer level.
Sovereign Storm
A 20-foot aura surrounds you.
Enemies entering the aura for the first time on a turn or starting their turn there must make a Strength saving throw against your Sorcerer spell save DC.
On a failure, choose one:
Dragonwind
Push the creature 10 feet.
Thundercoil
The creature cannot take Reactions until the beginning of its next turn.
Stormbind
Its Speed is reduced by 10 feet until the beginning of its next turn.
Mandate of the Dragon
When you activate Incarnation of the Ryūjin, creatures of your choice within 30 feet must make a Wisdom saving throw.
On a failure, a hostile creature is Frightened of you until the end of your next turn.
Allies instead gain Temporary Hit Points equal to:
your Sorcerer level + your Charisma modifier.
A creature that succeeds against the Frightened effect is immune to that portion of Mandate of the Dragon for 24 hours.
After Incarnation of the Ryūjin ends, you cannot use it again until you finish a Long Rest.
Comments