Base Class: Sorcerer
You are not what you seem to be, a draconic beast sealed in the flesh and blood of another. Though you may not yet be aware of your true nature, it matters little. Seven seals bar the way to your freedom, seven seals each more hardy that the one prior, seven seals each temporarily lessened by the flow of magic. Know however, that if your shell dies, your freedom shall never come.
Seven-Sealed Dragon Origin Spells
You learn additional spells when you reach certain levels in this class, as shown on the Nine-Sealed Dragon 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or conjuration spell from the sorcerer, warlock or wizard spell list.
Seven-Sealed Dragon Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | command, identify |
| 2nd | lesser restoration, silence |
| 3rd | magic circle, revivify |
| 4th | death ward, resilient sphere |
| 5th | hallow, passwall |
The Seven Seals
At 1st level, the sigils laid upon your shell have started to ebb ever so faintly from the magic flowing through you. When you cast a sorcerer spell using a spell slot of 1st level or higher, you gain a number of shatter points equal to the level of the spell slot used. Once the total number of shatter points equals or exceeds a seal's threshold, as listed in the Nine Seals table, the seal breaks and you temporarily gain access to a new feature. When you gain or recover a spell slot, you lose shatter points equal to the level of the spell slot. Certain seals have minimum sorcerer level requirements, as listed in the table.
When you gain the Font of Magic feature at 2nd level, you also gain shatter points equal to the number of sorcery points you spend.
Seven Seals Table
| SEAL THRESHHOLD | SEAL AND EFFECT |
|---|---|
| 2 | The First Seal, The Arcane Might: Your power flares through the cracks in your seals. When you damage a hostile creature with a cantrip, that creature takes additional force damage equal to your spellcasting modifier. |
| 12 | The Second Seal, The True Strength: Your movement draws strength from your true nature. Your jumping height and distance double. You can use your Charisma modifier in place of your Strength modifier for attack and damage rolls with melee weapons, and you gain advantage on Dexterity saving throws. |
| 25 (6th level) | The Third Seal, The Visage and Weaponry: Your form warps and distorts, taking on a partial resemblance of your true nature as you sprout fangs, horns and claws. These count as natural weapons you can use to make melee weapon attack and deal 1d10 magical piercing damage on a hit. Additionally, when you cast a cantrip, you can use your bonus action to make a single melee weapon attack. |
| 35 | The Fourth Seal, The Dragon's Resilience: Your true natures resilience protects you, you gain resistance to cold damage. |
| 53 | The Fifth Seal, The Dragon's Presence: When you cast a spell of 1st level or higher that effects more that requires a saving throw, you can expend sorcery points up to your proficiency modifier. For each sorcery point expended, choose a target that failed the saving throw against the spell, that target is frightened of you until the start of your next turn. A creature cannot be affected by this feature more than once every 24 hours. |
| 69 | The Sixth Seal, The beating of it's wings: When you fail a saving throw, you can use your reaction and expend 1 sorcery point to cause each creature within 10 feet of you to take 2d6 + your spellcasting modifier force damage. |
| 80 (17th level) | The Seventh Seal, the Arcane Mastery: You can cast spells of 1st level with a casting time of 1 action without using a spell slot. |
| 100 (20th level) | The Shattered Shell, The Truth: Your mortal shell breaks apart, you true form springs forth into being. You instantly transform into an adult dragon of the appropriate type. You can't use lair actions, legendary actions or spellcasting granted by this form, but you retain all class features while in this new form and can cast spells normally. Your current and total hit points do not change between forms. |
The Resilient Truth
Starting at 6th level, your true natures resilience starts to bleed over unto your shell as the seals start to break. Whenever you gain shatter points, you gain temporary hit points equal to the number of shatter points gained plus your charisma modifier.
Dragon's Wings
At 14th level, you have acquired some control over your shell, and can let your true nature influence it. You gain the ability to sprout 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.
Eternities Seal
At 18th level, the nature of your seal has bound itself to the very world around you. If you die, you return to life, fully restored, after 10d10 years at your place of death.
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Posted Sep 25, 2021Awesome, thank you!
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Posted Sep 24, 2021By all means, I don't mind.
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Posted Sep 23, 2021I really like this idea...Mind if I use some of these ideas in a phoenix homebrew of my own?