You know four cantrips of your choice from the half-dragon sorcerer spell list (choose from the frejkin spell list if you are a Faerie Half-Dragon). You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Half-Dragon Sorcerer table.
You know two 1st level spells of your choice from the half-dragon sorcerer spell list (choose from the frejkin spell list if you are a Faerie Half-Dragon).
The Spells Known column of the Half-Dragon 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 half-dragon sorcerer spell list (choose from the frejkin spell list if you are a Faerie Half-Dragon), which also must be of a level for which you have spell slots.
The Half-Dragon 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.
8 + your proficiency bonus + your Charisma modifier
your proficiency bonus + your Charisma modifier
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Faerie half-dragons gain the Euphoria Breath breath weapon.
When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Black | Acid | 5 by 30ft line
Blue | Lightning | 5 by 30ft line
Brass | Fire | 5 by 30ft line
Bronze | Lightning | 5 by 30ft line
Copper | Acid | 5 by 30ft line
Gold | Fire | 15ft cone
Green | Poison | 15ft cone
Red | Poison | 15ft cone
Silver | Cold | 15ft cone
White | Cold | 15ft cone
Faerie | Special | Special
1-4. The creature takes no action or bonus action and uses all of its movement to move in a random direction.
5-6.The creature doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.
You gain 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
When you use the Attack action on your turn, you can spend 1 sorcery point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 sorcery point when the attack hits, it also deals an extra 1d10 fire damage.
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 sorcery points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional sorcery point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
As an action, you can spend 1 sorcery point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.
You can spend 2 sorcery points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional sorcery point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
You may choose from one of six effects when you cast a spell. You can use this feature a number of times per day equal to 1 + your Intelligence modifier (minimum of twice). The effects you can choose from are as follows:
You gain 1 class point.
When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
When you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Lesser dragons shall bow before your might, whether they wish to or not. You can attempt to seize the mind of a wyrmling dragon that you can see. They must make a Wisdom saving throw against your spell save DC. On a failed save, they are charmed by you, falling under your control until you release them as an action. They may make a Wisdom saving throw every 24 hours, freeing themselves on a success. They act immediately after you conclude your turn, regardless of the initiative order, and you can command them with no action required. If you do not issue any commands, they act at the DM's discretion. While they are under your control, they retain their personality and will act independently, should you allow them. However, they are subservient to you and will not knowingly take any actions that may harm you in any manner without permission. A dragon that passes the saving throw is unaffected and cannot be affected by this feature again.
Once the dragon is free, it will be cognizant of everything that occurred whilst it was controlled, and it may attempt to harm, kill, or sabotage you in some way.
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.
You can use the element associated with your draconic ancestry as a conduit for your powers. The range of your spells can now be calculated from any source of your element that you can see.
For example, if the element associated with your draconic ancestry is fire and you wish to cast a spell with a range of 30ft, the range of this spell is now 30ft from any source of fire that you can see.
You gain 1 class point.
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 w ere 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.
When you utilize your breath weapon, you can choose to unleash an exceedingly powerful wave of destructive energy, tripling the total damage taken by any affected creatures.
Half-dragon sorcerers of Faerie Dragon ancestry instead gain the option to choose to exhale a charged up euphoria gas that charms all creatures within range.
Upon utilizing this feature, you cannot use your breath weapon again until you finish a long rest.
You gain 1 class point.
You regain 4 expended sorcery points whenever you finish a short rest.
Level | Class Points | Abilities | Optional Abilities | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 0 | Spellcasting, Draconic Resilience, Breath Weapon | --- | 0 | 4 | 2 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | 0 | Sorcery Points | --- | 2 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | 2 | --- | Elemental Attunement, Fangs of the Fire Snake, Fist of Unbroken Air, Shape of the Flowing River, Water Whip, Warped Magic | 3 | 4 | 4 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | 2 | Ability Score Improvement | --- | 4 | 5 | 5 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | 2 | --- | --- | 5 | 5 | 6 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | 2 | Breath Weapon Improvement | --- | 6 | 5 | 7 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | 2 | --- | --- | 7 | 5 | 8 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | 2 | Ability Score Improvement | --- | 8 | 5 | 9 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | 2 | --- | --- | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | 2 | --- | --- | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | 2 | Breath Weapon Improvement | --- | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | 2 | Ability Score Improvement | --- | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | 2 | --- | --- | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | 2 | --- | --- | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | 2 | --- | --- | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | 2 | Breath Weapon Improvement, Ability Score Improvement | --- | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | 3 | --- | Dampen Elements, Elemental Affinity, Draconic Control, Dragon Wings, Elemental Conduit | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | --- | Draconic Presence, Annihilation | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | Ability Score Improvement | --- | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 5 | --- | Sorcerous Restoration | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |