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Draconic Sorcerer


Hit Points

Hit Dice: d6 per Draconic Sorcerer level
Hit Points at first Level: 6 + Con mod + 1
Hit Points at Higher Levels: 4 + Con mod + 1

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Con, Cha
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Class Features

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 13 + your Dexterity modifier.  

Sorcery Points

Sorcery points may be spent to cast spells, and at higher levels they may be used to change how spells work using Metamagic.  

Metamagic

At 3rd level you select two metamagic options, which allow you to twist your spells to your needs. You gain an additional one at 10th and 17th level. You may only apply one metamagic option to any spell cast, unless it says otherwise.  

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 o f 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).  

Elemental Affinity

Starting at 6th level, 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.  

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 destroyed 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 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.
 


Starting Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers


Spellcasting

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
  The Sorcerer table shows how many sorcery points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a number of sorcery points based on the spell's level, as seen below. You regain all expended sorcery points when you finish a long rest.  

Sorcery points per spell level

Spell Level / Sorcery Points
Cantrip / 0
1st / 2
2nd / 3
3rd / 5
4th / 6
5th / 7
6th / 9
7th / 10
8th / 11
9th / 13   Note: Spells of 6th level and higher can only be cast once per long rest, otherwise for each casting in excess the sorcerer will increase their level of exhaustion. For example, if you cast a second 6th level spell, your exhaustion level goes to one. If you then cast another 6th level spell (or a second 7th level spell), your exhaustion level would go to 2.


LevelProficiency BonusSorcery PointsCantrips KnownSpells KnownMax Spell Level
1+24421st
2+28431st
3+217442nd
4+221552nd
5+332563rd
6+338573rd
7+345584th
8+352594th
9+4665105th
10+4746115th
11+4846126th
12+4856126th
13+5966137th
14+5976137th
15+51096148th
16+51106148th
17+61246159th
18+61346159th
19+61426159th
20+61536159th

Created by

rhelwig.

Statblock Type

Class Features

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