Dragonsblood

A Sorcerous Origin of draconic ancestry with a chosen Dragon Aspect, a damage cantrip, natural armor, claws or fangs, wings and a breath weapon.

Identity

The Dragonsblood is the Sorcerous Origin with a dragon somewhere upstream in the line, by oath, by conquest or by a bargain a great wyrm made so that its fire would outlive its bones. The Rift in the blood shows as scale-ridged skin under stress, eyes that hold the light wrong and a temper that rises too fast. By the time a Dragonsblood takes a Sorcerer level, the dragon is already present.

Features

  • L3 Dragon Ancestry

    Choose a Dragon Aspect, the elemental lineage of your ancestor. The choice is permanent and sets the damage type for this subclass's features. | Aspect | Damage Type | |---|---| | Ember | fire | | Frost | cold | | Storm | lightning | | Vitriol | acid | | Venom | poison | You gain the following: You have resistance to your chosen damage type. Draconic Cantrip. You learn a cantrip that matches your Aspect. It takes 1 action to cast and requires a ranged spell attack against a target at Close range. On a hit, it deals 1d8 damage of your Aspect's type. The damage increases to 2d8 at Sorcerer level 5, 3d8 at 11 and 4d8 at 17. Choose a name for the cantrip with your GM, such as Ember-Spit, Frost-Lance, Stormjet, Vitriol-Spray or Venom-Bolt. Bloodline Edge. When you cast a spell of 1st level or higher that deals damage of your chosen type, add +1 to one damage roll of the spell. The bonus increases to +2 at Sorcerer level 11 and +3 at 17.

  • L7 Draconic Resilience

    You gain 1 hit point per Sorcerer level you have, including levels you gained before this feature, and 1 more each time you gain a Sorcerer level. Your skin develops fine, hard scales along your forearms, neck and spine. While you wear no armor and no shield, your AC equals 13 + your Dexterity modifier. You also gain a natural weapon, claws or fangs (your choice, fixed when you gain this feature). It is a finesse melee weapon that deals 1d6 + your Strength or Dexterity modifier slashing damage (claws) or piercing damage (fangs). The die becomes 1d8 at Sorcerer level 11 and 1d10 at 17. Once per turn, when you hit with this natural weapon, you can deal an extra 1d6 damage of your Dragon Aspect's damage type.

  • L11 Dragon Wings

    Once per long rest, as a bonus action, you can grow a pair of dragon wings from your back. They match the coloring and texture of your Aspect. For 1 minute, you have a flying speed equal to your walking speed. While you are airborne with the wings, you can take the Disengage action as a free action once per turn, and falling damage cannot exceed half your current hit points. The wings disappear early if you are reduced to 0 hit points, become Unconscious or dismiss them as a free action.

  • L15 Dragon Presence

    As an action, you can project your ancestor's dragon menace. Each creature of your choice within 60 feet of you that can see or hear you must make a Wisdom saving throw against your spell save DC. On a failure, a creature is Frightened of you for 1 minute. On a success, a creature is immune to your Dragon Presence for 24 hours. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

  • L18 Dragon Breath Capstone

    You permanently gain the following: Your resistance to your Aspect's damage type becomes immunity. You gain resistance to one additional damage type of your choice from fire, cold, lightning, acid, poison, slashing and piercing. Your natural weapon (claws or fangs) gains a +2 bonus to attack rolls and damage rolls. Breath Weapon. Once per short rest, as an action, you exhale a blast of your Aspect's energy in a 30-foot cone or a 60-foot line (your choice each use). Each creature in the area makes a Dexterity saving throw (cone) or a Constitution saving throw (line) against your spell save DC, taking 8d8 damage of your Aspect's damage type on a failure or half as much on a success. Lingering Presence. Hostile creatures within 10 feet of you have disadvantage on saving throws against being Frightened by your spells or features.