Sorcerer
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.

Draconic Magic

1st-level Draconic Ancestor feature

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.

Draconic Spells

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.).

Draconic Ancestor

1st-level Draconic Ancestor feature

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, its associated damage type will be used at later levels.

Amethyst or Astral (Force)

Your Draconic Ancestor's damage type is force. Whenever you learn a spell that deals psychic or thunder damage, you may swap its damage type to force instead (it may no longer be cast as any other damage type).

Battle or Sapphire (Thunder)

Your Draconic Ancestor's damage type is thunder. Whenever you learn a spell that deals bludgeoning or lightning damage you may swap its damage type to thunder instead (it may no longer be cast as any other damage type).

Black or Copper (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. Whenever you learn a spell that deals necrotic or psychic damage, you may swap its damage type to radiant instead (it may no longer be cast as any other damage type).

Emerald or Purple (Psychic)

Your Draconic Ancestor's damage type is psychic.

Green or Mercury (Poison)

Your Draconic Ancestor's damage type is poison, and grants you advantage to saving throws against poison. Whenever you learn a spell that deals acid or necrotic damage, you may swap its damage type to poison instead (it may no longer be cast as any other damage type).

Shadow or Topaz (Necrotic)

Your Draconic Ancestor's damage type is necrotic. Whenever you learn a spell that deals psychic or radiant damage, you may swap its damage type to necrotic instead (it may no longer be cast as any other damage type).

Silver or White (Cold)

Your Draconic Ancestor's damage type is cold.

Draconic Toughness

1st-level Draconic Ancestor feature

Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, when you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Draconic Affinity

6th-level Draconic Ancestor feature

Whenever you cast a spell that deals the damage type of your Draconic Ancestor, you deal extra damage equal to your Charisma modifier (minimum of 1). You also gain the following metamagic options in addition to those that you already know:

Metamagic: Draconic Fury

When you cast a spell that deals damage of the same type as your Draconic Ancestor, and applies only to a single target, you may spend one sorcery point to make a single weapon attack or unarmed strike against the same target as a bonus action.

Metamagic: Draconic Resistance

When you cast a spell that deals damage of the same type as your Draconic Ancestor you may spend one sorcery point to gain resistance to that damage type for one hour.

Draconic Flight

14th-level Draconic Ancestor feature

You can sprout or dismiss a pair of dragon wings from your back as a bonus action, gaining a flying speed equal to your current speed. You cannot sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not adjusted for your wings may be destroyed if you sprout them.

In addition, you may spend five sorcery points to increase your winged 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 Form

18th-level Draconic Ancestor feature

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 accomodate your new form, otherwise items merge with your form as normal.
  • You gain access to any Legendary and Lair Actions of your new form. Your Legendary Actions are regained only at the end of a short rest. To establish a lair you must spend at least an hour each day for a month within a suitable terrain feature. Any existing lair begins to return to normal once a new lair is established, once True Polymorph ends for you, or if you have spent less than twenty fours inside your lair during the last month.
  • You may cast sorcerer cantrips and spells up to 5th level using your own Spellcasting feature, casting modifier, spells etc., ignoring uncosted material components, but may not have costed material components. Spells of 1st to 5th level cast in this way consume a Legendary Action instead of a spell slot.

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

Armor Class 19

Hit Points 256 (19d12 + 133)

Speed 40 ft., fly 80 ft.

STR
27(+8)
DEX
14(+2)
CON
25(+7)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)

Saving Throws DEX +8, CON +13, WIS +8, CHA +13

Skills Insight +8, Intimidation +13, Perception +14

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 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 use your Frightful Presence, one bite attack and two claw attacks as a single action.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage, plus 9 (2d8) damage of your Draconic Ancestor's damage type.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail Attack. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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.

Frightful Presence. 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.

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.

Detect. You make a Wisdom (Perception) check.

Tail Attack. You make one attack with your tail.

Wing Attack (Costs 2 Actions). You beat your wings. Each creature within 10 feet of you must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes