Draconic Bloodline - Tweaked

by Frootbat

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Draconic Sorcery Tweaked

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.

Draconic Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic Magic 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 a enchantment or an evocation spell from the sorcerer or wizard spell list.

Sorcerer Level Spells
1st cause fear, hellish rebuke, primal savagery
3rd dragon's breath, scorching ray
5th fireball, fear
7th polymorph, secret chest
9th cone of cold, skill empowerment

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 now and those you gain later. Whenever you cast a sorcerer spell that deals damage of a type listed, it instead deals the damage type associated with your dragon ancestor. Additionally, when you cast a sorcerer spell that deals the damage type of your ancestor and forces a Dexterity or Constitution Saving Throw, it instead forces a Saving Throw dependent on your draconic ancestor.

Dragon Damage Type Saving Throw
Red/Brass/Gold Fire Dexterity
Blue/Bronze Lightning Dexterity
Black/Copper Acid Dexterity
White/Silver Cold Constitution
Green Poison Constitution

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 you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage, and you gain resistance to the damage type of your ancestor. Additionally, you can cast any spell form your Draconic Magic feature by expending sorcery points equal to the level of the spell, or by using spell slots as normal.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of 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.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute., 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. Once you use this feature, you cannot do so again until you finish a long rest or until you spend 5 sorcery points to use it again.

 

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