Sorcerer: Draconic Sorcery
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 from your Sorcerer bloodline.
Draconic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Draconic Ancestor table of each type of ancestor. Each of these spells counters 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 of one of the two schools associated with the draconic ancestor, and must be from the Sorcerer spell list or one of the other two spell lists associated with the draconic ancestor.
Chromatic Dragons
Draconic Ancestor | Element | Spell Schools | Spell Lists | Level 1 Spells | Level 3 Spells | Level 5 Spells | Level 7 Spells | Level 9 Spells |
---|---|---|---|---|---|---|---|---|
Black | Acid | Evocation, Enchantment | Warlock, Wizard | Acid Splash, Bane, Create or Destroy Water | Acid Arrow, Ray of Enfeeblement | Fear, Hunger of Hadar | Control Water, Elemental Bane | Insect Plague, Maelstrom |
Blue | Lightning | Evocation, Illusion | Warlock, Wizard | Command, Jolt, Witch Bolt | Dragon's Breath, Dust Devil | Call Lightning, Incite Greed | Elemental Bane, Mirage Arcane | Control Winds, Geas |
Green | Poison | Conjuration, Enchantment | Druid, Wizard | Entangle, Infestation, Speak with Animals | Spike Growth, Suggestion | Plant Growth, Speak with Plants | Charm Monster, Confusion | Commune with Nature, Mislead |
Red | Fire | Evocation, Enchantment | Bard, Warlock | Bane, Fire Bolt, Hellish Rebuke | Enthrall, Heat Metal | Flame Stride, Incite Greed | Elemental Bane, Summon Elemental | Conjure Elemental, Flame Strike |
White | Cold | Evocation, Transmutation | Druid, Warlock | Armor of Agathys, Hunter's Mark, Ray of Frost | Locate Animals or Plants, Pass Without Trace | Hunger of Hadar, Spirit Shroud | Elemental Bane, Locate Creature | Commune with Nature, Cone of Cold |
Metallic Dragons
Draconic Ancestor | Element | Spell Schools | Spell Lists | Level 1 Spells | Level 3 Spells | Level 5 Spells | Level 7 Spells | Level 9 Spells |
---|---|---|---|---|---|---|---|---|
Brass | Fire | Enchantment, Evocation | Bard, Wizard | Friends, Hideous Laughter, Sleep | Enthrall, Heat Metal | Incite Greed, Wall of Sand | Elemental Bane, Web of Fire | Dream, Legend Lore |
Bronze | Lightning | Conjuration, Enchantment | Cleric, Druid | Beast Bond, Shape Water, Speak with Animals | Beast Sense, Zone of Truth | Call Lightning, Pulse Wave | Control Water, Elemental Bane | Geas, Maelstrom |
Copper | Acid | Enchantment, Evocation | Bard, Wizard | Acid Splash, Hideous Laughter, Unearthly Chorus | Acid Arrow, Spike Growth | Meld Into Stone, Silvery Barbs | Stone Shape, Vitriolic Sphere | Transmute Rock, Wall of Stone |
Gold | Fire | Divination, Enchantment | Cleric, Wizard | Bless, Hellish Rebuke, Produce Flame | Ray of Enfeeblement, Zone of Truth | Incite Greed, Remove Curse | Divination, Elemental Bane | Dream, Flame Strike |
Silver | Cold | Abjuration, Evocation | Bard, Wizard | Armor of Agathys, Frostbite, Sense Emotion | Calm Emotions, Zone of Truth | Beacon of Hope, Glyph of Warding | Aura of Purity, Elemental Bane | Dispel Evil and Good, Legend Lore |
Gem Dragons
Draconic Ancestor | Element | Spell Schools | Spell Lists | Level 1 Spells | Level 3 Spells | Level 5 Spells | Level 7 Spells | Level 9 Spells |
---|---|---|---|---|---|---|---|---|
Amethyst | Force | Abjuration, Enchantment | Bard, Wizard | Command, Protection from Evil and Good, Sword Burst | Enthrall, Spiritual Weapon | Glyph of Warding, Sending | Control Water, Freedom of Movement | Legend Lore, Wall of Force |
Crystal | Radiant | Abjuration, Divination | Cleric, Druid | Command, Guiding Bolt, Sacred Flame | Lesser Restoration, Moonbeam | Hypnotic Pattern, Spirit Guardians | Divination, Guardian of Faith | Dawn, Storm of Radiance |
Emerald | Psychic | Divination, Illusion | Warlock, Wizard | Dissonant Whispers, major illusion, Vicious Mockery | Magic Aura, Mind Spike | Nondetection, Sending | Phantasmal Killer, Mirage Arcane | Mislead, Scrying |
Sapphire | Thunder | Abjuration, Evocation | Bard, Wizard | Snare, Thunderclap, Thunderwave | Enthrall, Shatter | Glyph of Warding, Meld into Stone | Elemental Bane, Stone Shape | Storm of Radiance, Telepathic Bond |
Topaz | Necrotic | Abjuration, Necromancy | Druid, Wizard | Bane, Chill Touch, Create or Destroy Water | Magic Aura, Ray of Enfeeblement | Bestow Curse, Spirit Shroud | Control Water, Fabricate | Antilife Shell, Destructive Wave |
Other Dragons
Draconic Ancestor | Element | Spell Schools | Spell Lists | Level 1 Spells | Level 3 Spells | Level 5 Spells | Level 7 Spells | Level 9 Spells |
---|---|---|---|---|---|---|---|---|
Deep | Psychic | Enchantment, Illusion | Bard, Warlock | Cause Fear, Faerie Fire, Vicious Mockery | Protection from Poison, Spike Growth | Plant Growth, Summon Shadowspawn | Phantasmal Killer, Summon Aberration | Dream, Passwall |
Dragon Turtle | Cold, Fire, or Lightning | Abjuration, Conjuration | Druid, Wizard | Armor of Agathys, Hellish Rebuke, Produce Flame | Heat Metal, Immovable Object | Call Lightning, Glyph of Warding | Control Water, Elemental Bane | Conjure Elemental, Flame Strike |
Moonstone | Radiant | Abjuration, Enchantment | Cleric, Druid | Faerie Fire, Guiding Bolt, Sacred Flame | Calm Emotions, Moonbeam | Revivify, Summon Fey | Compulsion, Conjure Woodland Beings | Dawn, Dream |
Shadow | Necrotic | Enchantment, Necromancy | Warlock, Wizard | Arms of Hadar, Inflict Wounds, Toll the Dead | Magic Aura, Thought Shield | Bestow Curse, Spirit Guardians | Private Sanctum, Shadow of Moil | Destructive Wave, Negative Energy Flood |
Voice of the Dragon
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 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 10 + your Dexterity modifier + your Charisma modifier.
Elemental Affinity
Starting at 6th level, you gain resistance to the damage type associated with your draconic ancestry. Additionally, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell.
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 destroy 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 a bonus action, you can spend 3 mana to 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.
Additionally, this presence influences where you rest in the same way a dragon does its lair. When you start a long rest, you may spread your presence to protect your camp. Beasts who approach within 100 feet of your camp become docile and placid, refusing to attack you or your companions. Additionally, friendly creatures in your camp gain advantage on Wisdom (Perception) checks to spot danger, and on Intimidation checks against intruders.
If you use this ability every day in the same location for a year, the effect becomes permanent and the range of the aura increases to 500 feet. You can only have one location prepared in this way at a time, and it fades if you are ever away from your lair for a year. The effect fades after 2d10 days if you die.