Draconic Bloodline (revised) V3

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Draconic Bloodline [revised]
(Sorcerous Origin)

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.

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 of this subclass.

Dragon Ancestor
Dragon Damage Type
Black, Copper Acid
Silver, White Cold
Brass, Gold, Red Fire
Blue, Bronze Lightning
Green Poison

You gain retractable draconic claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier. When you use the Attack action on your turn to make a melee attack with your claws, you can use your bonus action to make an additional attack with your claws (provided both your hands are free) dealing 1d6 slashing damage (without your Strength modifier).

When you learn 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 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.

Parts of your skin are covered by a thin sheen of dragon-like scales, which you can harden or make more flexible. When not wearing armor or wielding a shield, your AC becomes 13 + your Strength or Dexterity modifier (your choice).

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 also learn the absorb elements spell, which doesn't count against your number of sorcerer spells known, and you can use it against poison damage as well. 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 bloodline's Dragon Ancestor, then the resistance lasts for 1 minute.

If you already have resistance to the damage that triggers this spell from another source, then you can instead reduce damage of that type by an amount equal to your Charisma modifier (minimum of 1) after halving the damage.

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. The first time a Hostile creature starts its turn in this aura it 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.


New Metamagic Option

Elemental Ancestry
(prerequisite: Draconic Bloodline)

Whenever you deal damage of the type associated with your Dragon Ancestor, you can spend 1 sorcery point to draw upon the energy of your ancestors and overwhelm any natural or magical resistances. All damage you deal until the start of your next turn ignores resistance against the damage type associated with your Dragon Ancestor.


New Metamagic Option

Draconic Fury
(prerequisite: Draconic Bloodline)

Whenever you deal damage of the type associated with your Dragon Ancestor, you can spend 1 sorcery point to imbue your draconic claws with this type for 10 minutes. For the duration, your draconic claws deal damage of the type associated with your Dragon Ancestor instead of slashing damage, ignore resistance against that damage type, and deal an additional 1d6 damage. This additional damage increases when you reach certain levels in this class, increasing by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Pseudodragon

Unlike wizards, sorcerers usually don't have any familiars to act as their companions. A way around that is to gain the trust and friendship of a pseudodragon as described in the Monster Manual (page 254).

At your Dungeon Master's discretion you may be approached by a pseudodragon during your adventures. Due to its advantages, it is recommended that this happens around 5th level. After you have gained the pseudodragon's trust, usually gained over an extended period of time, you may bond with it. Due to your draconic bloodline, you are able to enhance some traits of the pseudodragon, while others are scaled back. Your pseudodragon may gain the game statistics listed in this work instead of those in the Monster Manual.

As an action, you can summon your Pseudodragon to appear within 5 feet of you, if it is willing. Should your pseudodragon die, then you can revive it with full health by expending a 1st level (or higher) spell slot. After you revive your pseudodragon, it will not approach you for (usually) 8 hours as it is upset that you allowed it to die. It will however not break the familiar bond it has with you, but be sure to pamper it afterwards, like you would a cat.

However, even though your pseudodragon loves being pampered, you must avoid calling it your "pet" at any cost, for there is a chance that it will leave you if you do. After all, your pseudodragon companion is your friend, not some kind of dog. Despite this, it loves being called cute names, and it adores being cuddled like a pet would. Pseudodragons actually revel in the cuteness of their spoken name, and names like Snookie or Cuddles or Boo Boo are quite popular.

Pseudodragons are also famous for their venom, which is used as a magical ingredient, and fetches a high price on the market. It will however not allow you to "milk it", and if you slay it you can never bond with another pseudodragon again.


Pseudodragon

Tiny dragon, neutral good


  • Armor Class 14 (natural armor)
  • Hit Points 9 + your level
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dex +5, Con +4, Wis +3
  • Skills Perception +3, Stealth +5
  • Senses blindsight 10 ft., darkvision 60 ft, passive Perception 13
  • Languages Understands common and draconic but can't speak

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Familiar. This pseudodragon has a magic, telepathic bond with you. You can sense what the pseudodragon senses as long as you are within 1 mile of each other. You share its Magic Resistance trait if it is within 10 feet of you.


Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d4 + 3 piercing damage. The target must succeed on a Constitution saving throw against your spell save DC -5, or fall unconscious for 1 minute. It wakes if it takes damage or another creature uses an action to wake it.

 

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