True Blood of the Dragon (5e Subclass)
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True Blood of the Dragon
Your innate magic comes from the same place as a traditional Draconic Bloodline sorcerer, but you have chosen to turn your power within, improving your physical battle prowess rather than focusing on more ranged options. You are a force of magical terror in melee combat, and your foes will fall before your dragon claws.
At 1st level, you choose one type of dragon as your ancestor and also gain a resistance to that damage type. The damage type associated with each dragon is used by other features from this origin. Use the Draconic Ancestry Table in the Player’s Handbook (pg.102) to choose your ancestor.
Body of the Dragon
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your Hit Points at 1st level becomes 8 + your Constitution modifier and your Hit Points at Higher Levels becomes 1d8 + your Constitution modifier per sorcerer level after 1st.
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 and your Charisma modifier.
Because you use your magic differently than other sorcerers, you do not cast spells in the same way. While you have access to the basic cantrips, your focus prohibits you from more advanced spells while strengthening your body. You lose the ability to cast any spell of 1st level or higher given to you by the Sorcerer spellcasting class feature. Multiply the number of sorcery points from your Font of Magic class feature by 3.
Replace your Metamagic Class Feature with this feature. At 1st level you gain the ability to manifest dragon-like claws as a free action. You grow 2 claws that you are proficient with. These claws have the light and finesse weapon properties and deal 1d6 slashing damage on a successful hit. You can make 2 attacks as if you were wielding 2 one handed weapons as normal. You may dismiss the claws as a free action.
At 3rd level you gain the ability to enhance your claws with a magical aura that grants a +1 attack bonus and makes them function as magical weapons for the purpose of damage resistance by spending 1 sorcery point. You may use your Charisma modifier for the damage modifier when using this ability. This ability lasts for 1 minute. In addition, you may use the following options if you meet the requirements.
Dragon Blast (Req: Sorcerer level 3.) You may spend 1 sorcery point as an action to hurl a bolt of magical energy at a creature or object within 100 feet. Make a ranged spell attack against the target. On a hit, the effect is determined by your Dragon Ancestor damage type. This uses the stats for Chromatic Orb.
Shroud of the Dragon (Req: Sorcerer level 3.) You may spend 3 sorcery point as a bonus action to create a 20-foot sphere of magic centered around you that moves with you that lasts until your next turn. You may extend the duration by an additional turn by spending 1 sorcery point. The effects of this sphere do not affect you or chosen allies within. While this sphere is active, enemies within count any movement as difficult terrain and any enemy that begins their turn within the sphere takes 1d6 damage. The damage type equals your Dragon Ancestor damage type. Additionally, the area of the sphere is heavily obscured.
Dragon Reflexes (Req: Sorcerer level 3.) You may spend 2 sorcery points as a bonus action to improve your physical agility and strength. You gain the effects of the Jump and Longstrider spells for 1 minute.
|Dragon||Damage Type||Breath Weapon|
|Black||Acid||5 by 30 ft. line (Dex. save)|
|Blue||Lightning||5 by 30 ft. line (Dex. save)|
|Brass||Fire||5 by 30 ft. line (Dex. save)|
|Bronze||Lightning||5 by 30 ft. line (Dex. save)|
|Copper||Acid||5 by 30 ft. line (Dex. save)|
|Gold||Fire||15 ft. cone (Dex. save)|
|Green||Poison||15 ft. cone (Con. save)|
|Red||Fire||15 ft. cone (Dex. save)|
|Silver||Cold||15 ft. cone (Con. save)|
|White||Cold||15 ft. cone (Con. save)|
Breath of the Dragon (Req: Sorcerer level 5) You may spend 4 sorcery points as an action to make a Dragon Breath Weapon attack. Your draconic ancestry determines the size, shape, and damage type of the exhalation, as shown on the table on the right. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Empowered Claws (Req: Sorcerer level 5) When you attack with your claws you may choose to spend 4 sorcery points to add 1d6 damage to your attacks until the end of the turn. The damage type equals your Dragon Ancestor damage type.
Wingbeat of the Dragon (Req: Sorcerer level 5) You may spend 4 sorcery points as an attack action to send a surge of magical energy at your foes. You create a gust of wind that cover a 15-30 feet line in front of you. Creatures caught in this line must succeed at a Strength saving throw. On a failed save they take 2d6 bludgeoning damage and are pushed back 15 feet and knocked prone. On a successful save they take half damage and are not pushed back or knocked prone. The damage increases to 3d6 at 7th level, 4d6 at 12th level, and 5d6 at 17th level.
Draconic Rejuvenation (Req: Sorcerer level 8) You may spend 5 sorcery points as an action. You dragon blood boils sending rejuvenating energy throughout your body. You heal 2d8 + your Charisma modifier hit points and reduce your exhaustion level by 1.
Form of the Dragon (Req: Sorcerer level 10) You may spend 8 sorcery points a bonus action. You take on a form more akin to a dragon than your previous. Your scales grow, horns sprout from your head, you grow a muscled tail, and you grow large leathery wings from your back. You may remain in this form for up to 1 minute(Concentration). It ends early if you are knocked unconscious. While in this form you gain the following effects:
- You have advantage on Strength checks and Strength saving throws,
- You gain a +2 bonus to damage rolls when using melee weapons
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain a fly speed equal to your current 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. When you leave your dragon form you suffer one level of exhaustion. At 17th level, you no longer suffer one level of exhaustion after you leave your dragon form. Additionally, you can maintain the form up to 1 hour without concentration.
Claws of the Dragon (Req: Sorcerer level 15) When you attack with your claws you may choose to spend 4 sorcery points to add an explosion to the attack. When you use this ability, each creature in a 15 ft. cone in front of you must succeed at a Dexterity saving throw. The DC for this saving throw equals your Spell save DC. A creature takes 5d6 damage on a failed save and half as much on a successful one. You also make your normal attacks against the primary target.
Dragon Metamorphosis (Req: Sorcerer level 17) You may spend 20 sorcery points as an action to transform into a dragon. This functions similar to the Shapechange spell except you are limited by the dragon type chosen from your Dragon Ancestry class feature. This, however, does not require concentration
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.