Half-Dragon Sorcerers in The Ground | World Anvil
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Half-Dragon Sorcerers

Half-Dragon Sorcerers

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, Deception, Insight, Intimidation and Persuasion
starting equipment:
spellcasting:

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.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Charisma modifier

Spell attack modifier:

your proficiency bonus + your Charisma modifier

class features:

Level 1

Draconic Resilience

As magic flows through your body, it causes physcial 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 armour, your AC equals 13 + your Dexterity modifier.  

Breath Weapon

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.

 
Dragon | Damage Type | Breath Weapon

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

 
Euphoria Breath
You exhale a puff of euphoria gas in a 15ft cone. Any creatures within the cone must succeed on a Wisdom saving throw, or for 1 minute, can't take reactions and must roll a d6 at the start of each of their turns to determine their behavior during the turn:

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.

 

Level 2

Sorcery Points

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.

 
  • 1st level = 2 points.
  • 2nd level = 3 points.
  • 3rd level = 5 points.
  • 4th level = 6 points.
  • 5th level = 7 points.
 

Level 4

Ability Score Improvement

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.

subclass options:

Level 3

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.

 

Optional Abilities

Elemental Attunement

You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:

 
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
 

Fangs of the Fire Snake

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.

 

Fist of Unbroken Air

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.

 

Shape the Flowing River

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.

 

Water Whip

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.

 

Warped Magic

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:

 
  • If the spell requires you to make a ranged or melee attack, you change the damage type to one of either Fire, Cold, Lightning, Acid, Force, Radiant, or Necrotic damage, and raise the damage die of the spell (for example, a d4 becomes a d6 and a d10 becomes a d12).
  • If the spell requires a target to make a saving throw, the spell save DC gains double your proficiency bonus.
  • If the spell requires you touch or indicate a target without causing damage, the spell range doubles, or becomes 30 feet. if the range is touch.
  • If the spell has a casting time longer than 1 action, the casting time becomes 1 action.
  • If the spell requires concentration for any length of time, you gain advantage on all concentration checks for its duration.
  • If the spell has a duration of any length of time, with or without concentration, it doubles.
 

Level 17

You gain 1 class point.

 

Optional Abilities

Dampen Elements

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.

 

Elemental Affinity

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.

 

Draconic Control

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.

 

Dragon Wings

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.

 

Elemental Conduit

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.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Draconic Presence

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.

 

Annihilation

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.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

 

Half-Dragon Sorcerer Table

LevelClass PointsAbilitiesOptional AbilitiesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
10Spellcasting, Draconic Resilience, Breath Weapon---0422------------------------
20Sorcery Points---2433------------------------
32---Elemental Attunement, Fangs of the Fire Snake, Fist of Unbroken Air, Shape of the Flowing River, Water Whip, Warped Magic34442---------------------
42Ability Score Improvement---45543---------------------
52------556432------------------
62Breath Weapon Improvement---657433------------------
72------7584331---------------
82Ability Score Improvement---8594332---------------
92------951043331------------
102------1061143332------------
112Breath Weapon Improvement---11612433321---------
122Ability Score Improvement---12612433321---------
132------136134333211------
142------146134333211------
152------1561443332111---
162Breath Weapon Improvement, Ability Score Improvement---1661443332111---
173---Dampen Elements, Elemental Affinity, Draconic Control, Dragon Wings, Elemental Conduit17615433321111
184---Draconic Presence, Annihilation18615433331111
194Ability Score Improvement---19615433332111
205---Sorcerous Restoration20615433332211

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