Sorcerer
Base Class: Sorcerer

Your innate magic comes from draconic magic that was mingled with your blood or that of 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.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

You learn the primal savagery cantrip, and when you cast it its damage type changes to the one associated with your dragon ancestor. For you, this cantrip counts as a sorcerer cantrip.

 When you cast the burning hands, dragon's breath, fireball, and delayed blast fireball spells you can choose to change their damage type to the one associated with your dragon ancestor. If changed, they won't ignite objects.

You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Bloodline Origin Spells

You learn additional spells associated with your Sorcerous Origin when you reach certain levels in this class, as shown on the Origin Spells tables. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know, and it can't be replaced.

Draconic Bloodline Origin Spells

Sorcerer level

Spells

1st

burning hands, chromatic orb

3rd

dragon's breath, see invisibility

5th

fear, fireball

7th

elemental bane, stoneskin

9th

dominate person, hold monster

 

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When not wearing armor and not wielding a shield, you can calculate your AC as 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your dragon ancestor, you can add your Charisma modifier to one damage roll of that spell.

You learn the absorb elements spell, which doesn't count against your number of sorcerer spells known, and you can use it against poison and radiant damage. You can cast it by spending 1 sorcery point or by expending a spell slot.

If the damage that triggers this spell is of the type associated with your dragon ancestor, then you can cast it without expending a spell slot or spending a sorcery point. If you already have resistance against this damage type when casting it this way, then you cast it at a spell level that is equal to your proficiency bonus.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, granting you a flying speed equal to your walking 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. Your clothes are magically changed to accommodate them, but armor has to be modified to accommodate them.

Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years.

Draconic Presence

Beginning at 18th level, you have advantage on melee attack rolls against creatures that are frightened.

In addition, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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