Dragon's Blessing (5e Subclass)
Sorcerer Origin: Dragon's Blessing[edit]
Sorcerers from the dragon's blessing origin had been blessed by a draconic god. Some receive the blessing since young age, even at birth, being chosen due to some prophecy. Some dragonborns are chosen by temples of bahamut or tiamat to gain these blessings, predestinated to become leaders amongst their people. Others, gain their blessing later in life, after achieving a great victory or completing a task in name or honor of a dragon god.
Finally, there are those who are blessed by ancestral dragons, spirits of great ancients of old, whose power and presence is too vast to simply disappear from the material plane.
- Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. You gain resistance to the damage type of your chosen dragon. The damage type associated with each dragon is used by other features of this origin. Use the Draconic Ancestry Table in the Player’s Handbook.
You gain a draconic weapon (rapier) which you can summon in your hand as a bonus action. You have proficiency with this weapon. It deals damage of your dragon type. You can use your Charisma modifier instead of your Strength modifier for attack and damage using this weapon.
You can speak, read and write Draconic.
- Body of the Dragon
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, 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.
- Dragon Wings
At 6th level, as a bonus action, you can unfurl draconic wings from your back that vanish at the end of your turn. These wings can be either organic or spectral in appearance. While the wings exist, you have a flying speed equal to your walking speed. You can also spend 1 sorcery points to cause the wings to last for 1 minute, or 2 sorcery points to cause it to last for 10 minutes.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Spirit of the Dragon
At 14th level, you can manifest the spirit of dragon inside you to channel its power in the following ways:
- Form of the Dragon. As an action, you can spend 6 sorcery points to take on a form more akin to a dragon than your previous. Your scales grow, horns sprout from your head, you grow a muscled tail and you also sprout your wings (not spending uses of that feature). You can remain in this form for 1 minute. It ends early if you are knocked unconscious. While in this form you gain the following effects:
- You roll 1d4, from your dragon's type, to your damage rolls with melee weapons.
- You have resistance to bludgeoning, piercing, and slashing damage and immunity to damage of your dragon type.
- Ally of the Dragon. You can spend 6 sorcery points as an Action to summon a dragon by creating a portal which allows the dragon to pass. The dragon will fight with you for 1 minute before it disappears. You can summon any dragon with a CR of 2 or lower using this ability. The dragon acts on its own initiative, is friendly towards you and your companions, and obey your commands.
- Breath of the Dragon. You can spend up to 6 sorcery points as a bonus action to make a Dragon Breath Weapon attack. You force all creatures in a 30-foot cone to make a saving throw of Dexterity (for lightning and fire damage) or Constitution (for cold, thunder and poison). On a failed save, a creature takes 2d6 damage from the chosen type, plus 1d6 per sorcery point spent, or half as much on a success.
- Blessing of the Dragon
At 18th level, your Charisma score increases by 2, to a maximum of 22.
In addition, if you are reduced to less than half of your hit points, as a reaction, you can regain a number of hit points equal to half your hit point maximum (rounded down). Once you do so, you can't do it again until you finish a long rest.
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