Sorcerer Origin: Draconic Bloodline (Variant)

by Dimitriegm

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Draconic Bloodline

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

Draconic Magic

You learn additional spells when you reach certain levels in this class, as shown on the Spell tables, the spells you learn correspond to the draconic spell table and that of your Draconic Ancestry. 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
Sorcerer Level Draconic Spells
1st Cause Fear, Dragon Claw*
3rd Locate Object
5th Water Breathing
7th Leomund's Secret Chest
9th Dominate Person
Sorcerer Level Black Dragon Spells
1st Inflict Wounds
3rd Melf's Acid Arrow
5th Vampiric Touch
7th Vitriolic Sphere
9th Contagion
Sorcerer Level Blue Dragon Spells
1st Witch Bolt
3rd Blur
5th Lightning Bolt
7th Hallucinatory Terrain
9th Mislead
Sorcerer Level Brass Dragon Spells
1st Sleep
3rd Suggestion
5th Sending
7th Charm Monster
9th Legend Lore
Sorcerer Level Bronze Dragon Spells
1st Thunderwave
3rd Alter Self
5th Tidal Wave
7th Storm Sphere
9th Steel Wind Strike
Sorcerer Level Copper Dragon Spells
1st Tasha's Hideous Laughter
3rd Detect Thoughts
5th Erupting Earth
7th Stone Shape
9th Transmute Rock
Sorcerer Level Gold Dragon Spells
1st Detect Magic
3rd Wristpocket
5th Glyph of Warding
7th Otiluke's Resilient Sphere
9th Animate Objects
Sorcerer Level Green Dragon Spells
1st Entangle
3rd Suggestion
5th Plant Growth
7th Charm Monster
9th Wrath of Nature
Sorcerer Level Red Dragon Spells
1st Hellish Rebuke
3rd Scorching Ray
5th Fireball
7th Wall of Fire
9th Immolation
Sorcerer Level Silver Dragon Spells
1st Fog Cloud
3rd Skywrite
5th Slow
7th Ice Storm
9th Cone of Cold
Sorcerer Level White Dragon Spells
1st Ice Knife
3rd Snilloc's Snowball Swarm
5th Sleet Storm
7th Ice Storm
9th Cone of Cold

Dragonkin

Your body is more thick than normal to accommodate a new organ near the heart and under the protection of the rib cage, this organ is normally called "draconic heart" and 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 dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Constitution modifier.

Elemental Affinity

Starting at 6th level, your dragonheart grow and you gain resistance to the damage type of your Draconic Ancestry.

Also, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell

Draconic Presence

Starting at 6th level, whenever you do a Intimidation or Persuasion check, you can spend 1 sorcery point to manifest a draconic presence. You gain proficiency for that check, if you are proficient already, the proficiency bonus is doubled.

Draconic Transformation

At 14th level, your draconic heart reaches a mature state allowing it to manifest more draconic traits. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You gain blindsight within 30 feet of you, if you already have blindsight, it extends 30 feet.
  • You sprout a pair of dragon wings from your back gaining a flying speed equal to twice your walking speed. 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.
  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climb speed equal to your walking speed.
  • You gain a burrow speed equal to your walking speed.

Draconic Maturity

At 18th level, your draconic heart reaches its fullness, linking with every fiber, bone and nerve of your body. For now on you have the following characteristics:

  • You are immune to the damage type of your Draconic Ancestry.
  • You can use your Charisma score and modifier instead of Strength to any check or calculation.
  • The duration of your Draconic Transformation extend to a number of hours equal to half your sorcerer level.
  • You age practically like a dragon, you gain all the benefits that come with age but none of the detriments.

Draconic Heart

In the case of a Bloodline, the draconic heart is naturally formed along the life of the infant and the traits and magic are manifested around puberty. When we speak of a transformation through a ritual on the other hand, the affected person falls into a feverish state for about a month, suffering pain and spasms while his body abruptly changes to adapt.

The end result is the same, the formation of a "draconic heart" and the birth of a sorcerer. The fibers of this organ are connected to the muscles, the spine and the heart, so deep is the root that the extraction of the organ always results in the death of the sorcerer, in the same way that the extraction of the heart results in the death of most creatures.

Additional Spell

Dragon Claw

Transmutation cantrip


  • Casting Time: Bonus action
  • Range: Self
  • Components: S, M (Dragonic blood or Bloodline)
  • Duration: 1 minute

Your arms become scaly and each of your hands transforms into a claw, which you can use as a natural weapon if it's empty. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using your claws, which deals 1d6 slashing damage on a hit. The claws also are magical, for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 5th level, when you attack with a claw using the Attack action, you can make an additional claw attack whit your bonus action, at 11th level when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action, and at 17th level the claws deals 2d6 slashing damage.


Classes: Druid, Wizard and Sorcerer

Additional attacks given by Dragon Claw cantrip don't stack with the extra attack feature.

Additional Options

Draconic Ancestry
Dragon Damage Type
Astral Force
Gem Psychic
Platinum Radiant
Shadow Necrotic
Draconic Spells
Sorcerer Level Astral Dragon Spells
1st Magic Missile
3rd Misty Step
5th Blink
7th Dimension Door
9th Wall of Force
Sorcerer Level Gem Dragon Spells
1st Dissonant Whispers
3rd Detect Thoughts
5th Enemies Abound
7th Confusion
9th Telekinesis
Sorcerer Level Platinum Spells
1st Guiding Bolt
3rd Prayer of Healing
5th Spirit Guardians
7th Aura of Life
9th Wall of Light
Sorcerer Level Shadow Dragon Spells
1st Inflict Wounds
3rd Misty Step
5th Major Image
7th Shadow of Moil
9th Negative Energy Flood
Dragon Claw Variants (opcional)

At the DM's discretion, the player can choose the following alternative effects if it meets the required physical characteristics.

Tail. You have a Tail attack instet the normal claws, which deals 1d8 bludgeoning damage on a hit, has the reach property, and if a creature you can see within 10 feet of you moves inside you reach or hits you with an attack roll, you can use your reaction to make a Tail attack. At 5th level, the damage increases to 2d8, at 11th level 3d8, and 17th level 4d8.

Maw. You have a Bite attack instet the normal claws, which deals 1d8 piercing damage on a hit. At 5th level it deals an extra 1d8 damage of the type associated with your draconic ancestry, at 11th level the extra damage is 2d8, and 17th level 3d8.

 

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