Dragonborn Sorcerer (5e Class Feature)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This class feature may get reworked into a full class in the close future. This version may be unbalanced or uninteresting to play, so stay tuned! ~Magierpichu


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 19:39, 10 March 2020 (MDT) because: No serious work has been done on this in over two years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Attention!
You can't play this class unless you are a Dragonborn
It's also advised to use the Dragon Child background.

Dragonborn Sorcerer[edit]

This class feature is specifically made to raise the synergy between the Dragonborn race and the Draconic Bloodline sorcerous origin.

christina-yen-ultimus-armor-web.jpg
A Wyrmling Dragonborn Sorcerer
By Christina Yen

Class Features

As a dragonborn sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per dragonborn sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per dragonborn sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The dragonborn sorcerer

Level Proficiency
Bonus
Sorcery Points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Draconic Bloodline 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Elemental Affinity 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Draconic Manifestation 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic, Draconic Manifestation 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Draconic Bloodline feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration, Draconic Manifestation 6 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, given by a dragon, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin[edit]

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Origin features

Font of Magic[edit]

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic[edit]

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Restoration[edit]

At 20th level, you expended sorcery points equal to 20% of your total sorcery points whenever you finish a short rest.

Draconic Bloodline[edit]

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[edit]

At 1st level, you choose the same dragon type as your draconic ancestry. 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 Resilience[edit]

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 dragon-like scales grow stronger. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Because of the sheer amount of Draconic blood in your veins, you also grow a pair of claws dealing 1d4 slashing damage and a tail of approximately 4 feet in length. Your claws have the light property and all your unarmed strikes have the finesse property. You are proficient with your unarmed strikes. You can’t use the tail to make attacks. You can’t wear armor not accommodated for a tail.

On level 10, your claws have grown, dealing 1d6 slashing damage. Additionally, your tail deals 1d6 bludgeoning damage with a reach of 5ft. Due to the size of your claws, you have disadvantage on any attacks with a weapon that haves the light or finesse property, other than your unarmed strikes.

If you have the Dragon Maid background, you gain the level 10 stats on level 1. Additionally, when you reach level 10, your claws and tail deal 1d8 damage and your tail has a reach of 10 feet.

When you hit a creature no more than one size larger than you with your tail, it must succeed on a Strength saving throw or is knocked prone. This also counts when in Dragon form. You can’t wear armor that’s not accommodated for a tail.

Elemental Affinity[edit]

Starting at 6th level, 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.

You can now change the type of a spell to the type associated with your draconic ancestry. You can only convert spells using the Acid, Cold, Fire, Lightning or Poison damage type. Converting a spell like this costs 1 Sorcery Point per level. A cantrip also costs 1 Sorcery Point.

The damage and effects of a spell also changes for different types:
Damage Type Changes
Acid • Lower the damage die by one.

• Add d4’s equal to half the amount of damage dies (rounded down).
• Each creature must make a Dexterity saving throw. On a failed save, a creature takes xdx acid damage and xd4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Cold • Lower the damage die by one.

• Remove all special effects, then add one non-damaging effect (to your DM’s discretion).

Fire • Increase the damage die by one

• Remove any non-damaging effects.
• Also remove effects that could possibly deal extra damage, other than spells with an area of effect. (like the bounces of Chain Lightning)

Lightning • Lower the damage die by one.

• If it has an AoE, then double that area.
• If it doesn’t, then you can attack additional targets up to ½ of the spells level (rounded down) that are within 5*spell level ft of eachother.

Poison • Remove one damage die, unless there is only one.

• Each creature must make a Constitution saving throw. On a failed save, that creature is poisoned.

At the same time, you can cast your Breath Weapon as a level 1 spell adding 1d6. At Higher Levels. When you cast this spell using a spell slot of 2nd level or greater, the damage increases by 1d6 for each slot level above 1st.

Draconic Manifestation[edit]

Where other sorcerers magically sprout a pair of wings at 14th level, you grow them gradually over the course of one hour. But, you don’t only grow wings...

You may choose to transform into a dragon of any age, as long as you're older then the age of that dragon “form”. If you decide to stop at a specific form, you can’t start polymorphing again until you took a long rest.

The transformation counts as shapechange, but if you revert as a result of dropping to 0 hit points, you are knocked unconscious, as this is your normal form. You also don’t turn into an average example, but you roll the stats the first time you turn into a dragon and use it for all other times.

While in a dragon form, you can only cast damaging spells that deal Bludgeoning, Force, Necrotic (if you are a Chromatic), Piercing, Psychic, Radiant (if you are Metallic) or Slashing damage. You can also cast spells of your damage type.

You need to eat and drink double the normal amount of food and water while transforming.

Every day you eat the favorite dish of your draconic ancestor (see the Dragon Maid background), your transformation happens twice as fast. You also can start transforming again without needing to take a long rest.

Every creature, even other dragons, will recognize you as one of them, with all the usual shenanigans as consequence.

Lastly, you age like a dragon, having no real maximum lifespan.

Growing Wings (requires level 14)

You can create wings which grow over the course of one hour. When they are fully grown, you gain a flying speed equal to your current speed. 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.

Turning into a Wyrmling (requires level 14)

• You must have wings to transform into a Wyrmling. Transforming into a Wyrmling takes 1 day.
• You grow horns and robust dragon scales, which get more noticeable over time. You may merge a crystal, orb or gem into your body, which you use as an arcane focus.
• Your brain also changes to that of a dragon, which works in a whole different way to a humanoid brain. You can only cast spells as noted below.
• After only 6 hours, you feel that your wings are stronger than before. You may fly at twice your walking speed.
• At the end of the day, you resemble a Dragon Wyrmling, but still have those humanoid curves and a humanoid shape. You can still walk upright. You keep your claw and tail attack. Your damage die for these attacks is a d8 and your unarmed strikes count as magical for overcoming resistances.
• You also keep your hit points and AC, if they are more than that of the Wyrmling.
• You can’t, however, cast spells using spell slots anymore. You instead get extra Sorcery Points equal to half your level, which you use to make spell slots. You can only cast damaging spells that deal Bludgeoning, Force, Necrotic (if you are a Chromatic), Piercing, Psychic, Radiant (if you are Metallic) or Slashing damage. You can also cast spells of your damage type.

Turning into a Young Dragon (requires level 17)

• You must be a Wyrmling to transform into a Young dragon. Transforming into a Young dragon takes 1d4 + 1 days
• During the 1d4 days, it gets harder and harder to walk upright. When 2 days have passed, you find it more comfortable to sleep on harsh ground or treasure then in a normal bed. Sleeping on the ground is the same as having a comfortable lifestyle for you.
• At the last day, you turn into a large creature, but can’t walk upright anymore. Due to being a larger creature, your claws and tail also get an extra die. Your equipment also melts into your form.
• After the last day, you resemble a Young Dragon, but you keep your claw and tail attack. Your damage die for these attacks is a d10 and your unarmed strikes count as magical for overcoming resistances.
• You also keep your hit points, if they are more than that of the Young Dragon.
• You can now make spell slots of 6th level, which costs 10 points. Additionally, gain extra Sorcery Points equal to half your level.
• You may also use your body as an arcane focus.

Turning into an Adult Dragon (requires level 20)

• You must be older than 100 years and be a Young Dragon. Transforming into an Adult dragon takes 1d4 + 1 days
• After 2 extra days have passed, you turn into a huge creature, giving your claws and tail another extra die.
• When the last day has passed, you resemble an Adult Dragon, but you keep your claw and tail attack. Your damage die for these attacks is a d12 and your unarmed strikes count as magical for overcoming resistances.
• You can now make spell slots of 7th level and 8th level. Making a 7th level spell slot costs 13 points and a 8th level spell slot costs 16 points. Additionally, gain extra Sorcery Points equal to half your level, for a total of 50 sorcery points.
• The sheer mind-capacity of an Adult Dragon gives you advantage on concentration throws.
• You are also allowed to use its legendary actions; and its lair actions if you make a lair yourself.

Turning into an Ancient Dragon (requires level 20)

• You must be older than 800 years and be an Adult dragon. Transforming into an Ancient dragon takes 2d4 + 1 days.
• When 3 days have passed, you turn into a gargantuan creature, giving your claws and tail an extra damage die.
• When the last day has passed, you resemble an Ancient Dragon, but you keep your claw and tail attack. Your damage die for these attacks is a d12 and your unarmed strikes count as magical for overcoming resistances.
• You can now make spell slots of 9th level, which costs 20 points to make. Additionally, gain extra Sorcery Points equal to half your level, for a total of 60 Sorcery Points.
• You can cast any spell and have no limit to spells known.

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 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.


Back to Main Page5e HomebrewCharacter OptionsClass Features

Home of user-generated,
homebrew pages!


Advertisements: