Identity
Somewhere upstream in your ancestry, a dragon married into the line — by oath, by conquest, by the kind of bargain great wyrms make when they want their fire to outlive their bones. The Rift in your blood remembers. It comes out as scale-ridged skin under stress, as eyes that hold the light wrong, as a temper that rises faster than it should. By the time you take your first level in Sorcerer, the dragon is already in you. The class is just learning to point it.
Features
- L3 Dragon Ancestry
Choose a **Dragon Aspect** at the time you take this subclass — the elemental lineage of your ancestor. The choice is permanent and determines your damage type for the rest of this subclass's features. | Aspect | Damage Type | |---|---| | Ember | fire | | Frost | cold | | Storm | lightning | | Vitriol | acid | | Venom | poison | You gain the following: • **Resistance** to your chosen damage type. • **Draconic Cantrip.** You learn a 1-action cantrip appropriate to your Aspect that deals 1d8 of your damage type on a successful ranged channel attack at Close range. The die size increases to 2d8 at sorcerer level 5, 3d8 at 11, and 4d8 at 17. (Choose a thematic name with your GM — e.g., *Ember-Spit*, *Frost-Lance*, *Stormjet*, *Vitriol-Spray*, *Venom-Bolt*.) • **Bloodline Edge.** When you cast a channel of 1st level or higher that deals damage of your chosen type, add +1 to one damage roll of the channel. This bonus increases to +2 at sorcerer level 11 and +3 at 17.
- L7 Draconic Resilience
The dragon's body asserts itself in yours. You retroactively gain **+1 HP per sorcerer level** you have taken (and continue to gain +1 HP per sorcerer level going forward). Your skin develops fine, hard scaling along your forearms, neck, and spine; while you wear no armor and no shield, your AC equals 13 + your Dexterity modifier. Additionally, you gain a natural weapon: **Claws or Fang** (your choice, fixed at acquisition). It is a finesse melee weapon dealing 1d6 + STR or DEX modifier slashing (claws) or piercing (fang) damage. At sorcerer level 11, the die becomes 1d8; at 17, 1d10. Once per turn, when you hit with this natural weapon, you may deal an additional 1d6 damage of your Dragon Aspect's damage type.
- L11 Manifest Wings
Once per long rest, as a bonus action, you can manifest a pair of dragon wings from your back. They appear in the coloring and texture appropriate to your Aspect. For 1 minute, you have a flying speed equal to your walking speed. While airborne and manifesting wings, you can take the Disengage action as a free action once per turn, and falling damage cannot exceed half your current HP. The wings end early if you are reduced to 0 HP, become unconscious, or dismiss them as a free action.
- L15 Dragon Presence
As an action, you can channel the predatory weight of your ancestor. Each creature of your choice within 60 ft of you that can see or hear you must make a Wisdom saving throw against your channel 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 Draconic Apotheosis
Your ancestor's Rift fully integrates. You permanently gain the following: • Resistance to your Aspect's damage type becomes immunity. • Resistance to one additional damage type of your choice from: fire, cold, lightning, acid, poison, slashing, piercing. • Your natural weapon (Claws or Fang) gains a +2 channel-attack and damage bonus. • **Breath Weapon.** Once per short rest, as an action, you exhale a torrent of your Aspect's energy in a 30-ft cone or a 60-ft line (your choice each use). Each creature in the area makes a Dexterity (cone) or Constitution (line) saving throw against your channel save DC, taking 8d8 damage of your Aspect's damage type on a failure or half on a success. • **Lingering Presence.** Hostile creatures within 10 ft of you have disadvantage on saves against being Frightened by your channels or features.