Sorcerer SC: Draconic Origin

Sorcerer    

Draconic Origin Sorcerer, Affinity made Manifest

Some sorcerers' power lay within a source deeper than the mind and the heart. Some attribute it to a bloodline that comes from a Dragon relative, while others come from blessing or curses. Whatever the source and no matter the origin, those sorcerers of draconic origin inherit all that makes dragons fierce some beings of scale, magic, and magic and strength.

Mechanically, the Draconic Origin Sorcerer is a Sorcerer of means and melee. While their magical ability is untouched, they gain the ability to act as warrior-like combatants, able to remain on the front lines with Warriors, or unleash the explosive power inherent in with many other Mage. In the right hands the Draconic Sorcerer becomes an engine of destruction and virtually invincible, becoming the ultimate creature in terms of attack and defense.

 

Subclass Features

 

(1st) Inherited Genesis: Draconic Affinity

You've inherited the part of what makes up the soul of dragons. A Draconic Affinity Core wells within you, granting you elemental power and attunement, based on the dragon(s) who've come to influence you.

You gain an instance of the Draconic Progenitor common feature.

Additionally, you may pick another damage type not tied to your Draconic Progenitor(s). Any damage you deal with with the trait associated with that damage type (Fire, Cold, Etc), or the damage type(s) of your Draconic Progenitor, deals additional damage equal to a Bonus Dice (base d4).

Finally, you learn the Draconic Language. It may have came to you in a dream or you've always known it and your mind expanded to accommodate If you already knew the language from another source, you may gain another nonsecret language from the full list of Languages and Dialects.

 

(1st) Inherited Genesis: Draconic Might

You've inherited the dragon's innate sturdiness, giving you greater survivability against specific elements and in general.

You gain 2 HP per level of the class that's grants this subclass.

Additionally, you gain Damage Resistance to the elements from all instances of your Draconic Progenitor common feature. If you gain damage resistance to that type from elsewhere, you gain Damage Reduction equal to Half-Proficiency + 1 to it instead.

Finally, you gain the Natural Armor common feature.

 

(1st) Inherited Genesis: Draconic Right

Finally, you've inherited the part of dragons many know them for, their breath weapons.

You gain the Breath Weapon ancestry talent, even if you don't qualify for it. If you already have the ancestry talent, the cooldown count scales with your proficiency bonus, rather than your half proficiency.

Additionally, your Breath Weapon(s)'s cooldown can scale with Intelligence or Charisma (your choice), instead of your Constitution.

 
Breath Weapon

Using 2 actions / ◈◈, you charge and release your dragon’s breath, hitting multiple enemies at once in a 30 ft line or a 15 ft cone (your choice). You make an attack roll with this 'weapon' (you are considered proficient), and use an attribute modifier of your choice for scaling and damage.

Each creature hit takes deals damage equal to 1d12 + the chosen attribute, multiplied by your Half Proficiency (e.g. a red Dragonborn or Kobold of character level 5 with +4 Con would deal 1d12+4*2 fire damage.)

This Breath Weapon is considered an Unarmed Weapon and scales with adjustments and modifiers to such, as well as being used for feat/ures that use them (like maneuvers). The attack is also considered an ability, and can be modified by Augment feats. Finally, Breathe Weapons ignores Blockstun.

You can only use the Breath Weapon a number of times per Short Rest equal to your CON + Half Proficiency.

 

(2nd) Draconic Arcana

You gain a certain set of Abilities from your Draconic Origin, bestowed upon you through dream or foresight.

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You learn the following spells, and they are added to your classes' unique spell list(s), gaining them at corresponding Class levels (not Caster levels). If you Prepare spells, these are always prepared to you. They do not count toward your max spells prepared/known, cannot be removed from your Library or Repertoire, and they are considered Sorcerer spell, even if they normally aren't.

Class Level Abilities Learned/Always Prepared
1st Induce Fear
3rd Elemental Breath
5th Haste, Fireball
 

(2nd) Draconic Armory

Your draconic affinity can now take a physical form on your body, giving you the combat ability, and fierceness, of a dragon.

As a free action / ◇, you may manifest draconic natural weapons on your physical form. The transformation can be as painless, magical, or visceral as you like for no mechanical benefit, and you may manifest or dismiss all or one of each weapon per turn using said free action.

You may manifest:

  • Claws, which deal Slashing or Piercing Damage. Has the Agile⚙️
  • Horns, which deal Bludgeoning or Piercing Damage.
  • a Tail, that may or may not have a spike or spade; which deals Bludgeoning or Slashing Damage. Has the Heavy⚙️ keyword.

No matter what, these natural weapons are part of the Unarmed Weapon Group, and deal 1d6 + Half-Proficiency of their respective damage type, plus 1 damage equal to the damage type of your Draconic Progenitor (if you have more than one, you may only pick 1 damage type. This damage will trigger the bonus damage from your Draconic Affinity).

Additionally, you gain proficiency with a Martial Weapon of your choice.

Finally, you gain a fighting style of your choice, from the list below. Your maneuver save DC can be your class's spell DC, if it has one.

 

(3rd) Draconic Transmutation

Your Affinity Core allows you to change the very nature of the magic you wield.

You gain an Ability Augment Feat associated with your Draconic Progenitor common feature or your Draconic Affinity feature (such as Transmute Ability, Fire for those attuned to the element of Fire through red, gold, or other dragons).

You may use that Transmute Ability feat without paying its cost. If you wish, abilities that have their element entirely overwritten do not have their traits replaced with the new element. (example: Force Bolt retains its Force, even if it was converted entirely to Fire.

 

(6th) Draconic Augmentation

Your affinity for magic expands, allowing you greater devastation at your fingertips.

You gain the following unique Ability Augment Feats, unique to you.

Enlarge Ability

You increase an ability's range dramatically, up to twice its original size after other effects.

When you use an ability that has a radius or area of effect (such as Fireball, you may increase the area of affect's size in increments of 5 ft, up to twice the effect's size.

Prerequisites

Character level 6

Cost: 1 per use

Restrictions: Once per ability
 
Focus Ability

You decrease an ability's range dramatically, down to a single fixated point where hell is unleashed in proper form.

When you use an ability that has a radius or area of effect (such as Fireball, you may reduce the size (minimum 5 ft square). If you do, double the damage component of the spell. If you target only a single creature with that ability, that creature has Disadvantage on the save.

Prerequisites

Character level 6

Cost: 1 per use

Restrictions: Once per ability
 

(6th) Draconic Might, Greater

Your Affinity Core grows ever stronger, granting passive defensives and fiercer attacks.

You gain Additional Attack common feature. Additionally, you gain immunity to the Off-Guard, Staggered, and Stunned conditions inflicted by Magical effects.

   

(9th) Draconic Wings

You gain the ability to fly, at your own leisure.

You gain the ability to manifest or dismiss a pair of dragon wings from your back, gaining a flying speed equal to your normal Movement. You can manifest or dimiss these wings as a ◈ on your turn.

If you would gain a fly speed from somewhere else, these wings double your fly speed instead (after other effects).

Clothing not made to accommodate your wings might be destroyed when you manifest them.

 

(12th) Draconic Forms

At 12th level, you're able to fully subsume yourself into two different forms of dragon, taking on the appearance of a creature that channels the dragon's great well of magic, or the dragon's unparalleled might.

Using ◈, you transform into your choice of the following forms:

Summoned Dragon Form. You retain your human shape, but your draconic features from this class manifest on you magically, turning you into a humanoid dragon with surrounded by ornate arcane relics, ornaments, or runes (like a wheel, or a tower rising from one's shadow). Your size increases to Large, and you gain the following benefits.

  • The additional damage dealt from your Draconic Affinity feature increases by 5 stages (base d12+d4).
  • You ignore Damage Resistance from the damage types of your Draconic Progenitor(s), and treat every 1 rolled on a dice from those abilities with relevant traits as 2.
  • Once per Swift Rest rest, you may have one of your Ability Augment Feats cost 0.
  • Abilities you use/cast do not require vocal, somatic, or material components. They must, however, come from your mouth, using such as a casting focus.

Elder Dragon Form. You forgo your human shape, gaining the form of a true feral dragon, and the power it contains. Physically, your form changes to that off a true Dragon of your Dragon Progenitor, your gear and other items either changing to accomdate your form, or merging with you (your choice). Your size increases to Large, and you gain the following benefits.

  • You gain 30 ft of Blindsight.
  • Attacks you make with weapons from the Unarmed Weapon group deal an additional 1d12 damage of their damage type.
  • You gain Armor HP equal to 3 times your level in this class.
  • Your Natural Armor now scales with your character level, instead of your Proficiency Bonus.

Both forms last for 1 hour. You may enter this form at the cost of 6 Spell Points. You may also do so for free once per Long Rest.

 

(15th) Draconic

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Your Affinity Core has changed, almost like its preparing for something major. As such, your elemental affinity has become that much stronger.

Damage types of your Draconic Progenitor(s) treat every number on a dice equal to at least your Half-Proficiency at minimum. Your Summoned Dragon Form now also ignores damage resistance.

Additionally, you gain +1 hp per character level while in Elder Dragon form.

 

(18th) Draconic Ascension

You've become a true dragon, in and out. Now nothing can stop you from burnating your foes or annihilating the land before you.

You may transform into either your Elder or Summoned Dragon form, gaining the benefits of both forms. Additionally, your form(s) no longer have a duration and only leaves you when it’s your choice (persisting through Condition: Unconscious and even Death).

Additionally, your size in dragon form is now adjusted based on your Age, and your maximum age no longer has a limit.

 

(!!th) Subclass Capstone: Draconic Pinnacle

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You've grown strong, stronger than the average Sorcerer. As such, you gain the Warrior's Pinnacle capstone, or your choice of such.

Warrior's Pinnacle

Pick two Attribute Scores of your choice. They increase by +5, and their natural and enhanced maximums are increased by +5 as well (base, +15 and +25 for each).


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