Spell Point Cost
Draconic Transformation (spell points left to activate)
Magic is part of a sorcerer’s being. In some sorcerers, it is an untamed, wild power that surges and roils, constantly on the verge of breaking free. In others, it is a smooth, sweet charge that tingles in the blood, bubbling forth in breath and the spoken word. Some sorcerers think it seems to have a mind of its own, while for others it is more like a raging storm—neither willful nor malicious, but destructive nonetheless.
The origin of this magical power is just as varied. Some trace it to an ancient draconic bloodline, while some pin it to the mischievous influence of the fey. Sometimes it’s the result of exposure to a powerful spell or planar phenomenon, and sometimes the result of a malign intrusion into the sorcerer’s mind.
Whatever its nature and origin, a sorcerer’s magic requires a powerful will to harness and shape it, and to keep it in check. The more a sorcerer allows this power to emerge, the less controlled it becomes.
As a sorcerer’s willpower begins to ebb and his or her magic surges, the sorcerer begins to transform. The sorcerer seems to diminish as the magic takes over, its characteristics overshadowing
the sorcerer’s own body and personality.
As a sorcerer, you gain the following class features.
Hit Dice: 1d6 per sorcerer level
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
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Your spells are not learned from books or
granted by pacts or prayers. They come from within you, from magic that flows within you just as your blood and breath do. The magic within you surges and seethes, and unleashing it into the world is a tremendous
act of will. Every spell you cast takes its toll on your willpower (spell points), so your mental reserves limit the number of spells you can cast before you need to rest and replenish those reserves.
At 1st level, a sorcerer can expend 1 point from his spell points as a bonus action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 3rd level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, frost, keen, acid, toxic, or shock.
Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the spell point is spent and cannot be changed until the next time the sorcerer uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sorcerer.
At 5th level the bonuses now function when wielded by an ally of the sorcerer.
A sorcerer can only enhance one weapon in this way at one time. If they use this ability again, the first use immediately ends.
Flaming/Frost/Shock/Acid/Toxic. Upon command, your weapon is sheathed in elemental energy that deals an extra 1d4 points of your chosen element’s damage on a successful hit. The elemental energy does not harm the wielder. The effect remains until another command is given. For every four levels beyond 1st, the elemental damage dice gets bigger by one category. For example 1d4 points of damage turns into 1d6 and so on.
Dancing. A dancing weapon can be loosed to attack on its own. It fights for the whole duration using the attack bonuses of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether they move by physical or magical means. If the activating character has an unoccupied hand, they can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again until it is loosed upon again. This special ability can only be placed on melee weapons.
Keen. When attacking with your arcane enhanced weapon causes your threat range to double, your weapon attack rolls can now score a critical on a d20 result of 19 or 20.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another three at Level 6 and Level 9.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Sorcerous Versatility (Optional)
When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
Magical Guidance (Optional)
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
At 20th level, you regain 7 spell points whenever you finish a short rest. You also have no need to use spell points to use your Meta Magic.
Some event in your own past history or that of a parent or ancestor left its indelible mark on you, leaving magic as an inherent part of your being. This font of arcane magic, whatever its origin, fuels your spells and also grants you supernatural abilities called Draconic Transformation.
Just as you can focus your will to cast spells, you can harness those same reserves of willpower to manifest these sorcerous powers. However, as your willpower begins to fail, your magic begins to overshadow you. As you diminish, your magic takes over, transforming your body (and sometimes your personality) into something more akin to the source of your power. As the magic within you grows in power, so does the strength of these transformations, until you look less like yourself and more like a physical manifestation of your sorcerous origin.
Somewhere in your ancestry, the blood of a dragon entered your lineage. Its effects do not manifest in every generation, and they do not always appear as full-fledged sorcerous powers. But in you, the blood runs true. The legacy of the wyrm twines through your dreams and flesh.
When your willpower is depleted and your
heritage transforms you, you might manifest the personality traits of a dragon, as well as draconic physical traits. You might become both acquisitive and proud and, depending on your heritage, behave like a brutal savage, an arrogant tyrant, or a haughty noble.
When you choose this heritage, choose a
dragon type. You are descended from a
dragon of that type. Your choice of dragon
determines the damage type referred to in
some of your sorcerous powers, and also
affects your appearance and personality when you transform.
Dragon Type Damage Type
Armor and Shield Proficiencies: You gain proficiency with medium armor and shields. Also, you are able to cast sorcerer spells while wearing armor.
Weapon Proficiencies: You gain proficiency with martial melee weapons.
Your sorcerous origin defines your power. You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
If you have an origin spell that doesn't normally appear on the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
1stChromatic Orb, Command
3rdDragon's Breath, Enlarge/Reduce
7thDominate Beast, Elemental Bane
9thDominate Person, Hold Monster
Draconic Might. At level 1, after you have reached 50% of your remaining Spell Points (rounded down) your hands become claw-like and your body grows more imposing until you complete a long rest. Your unarmed strikes deal 1d4 slashing damage. The damage increases to 1d6 at 5th level, 1d8 at 11th level. You also have advantage on skills relating to Strength and Strength saving throws.
Predatory Strikes. Starting at level 1 you can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Draconic Resilient Hide. Starting at level 2 when you reach 25% of your remaining Spell Points (rounded down) you manifest dragon scales that cover large portions of your skin. You have resistance to bludgeoning, piercing, and slashing damage as well as the element of your chosen dragon type until you complete a Long Rest.
Dragon Scales. You can spend 1 Spell Point to cause your skin to thicken into protective scales, the hue of which is reminiscent of a dragon (and specifically the dragon at the source of your heritage, if you have a draconic heritage). . If you have no spell points remaining you gain one use of this ability until you finish a long rest.
Requirement: You can use this power only as a reaction in response to taking damage.
Effect: Before you take the damage, it is reduced by 1d10 + your Charisma Modifier, you also gain resistance to the damage type determined by your type of dragon. The resistance lasts until the end of your next turn.
You can strengthen this effect by spending additional spell points.
Starting at 6th level, when you have activated your Draconic Might you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage.
You can also add your Charisma modifier to damage rolls on an arcane weapon with the elemental damage type associated with your ancestry
At 10th level, you can instantly access all your Draconic Transformation Abilities without expending spell slots.
At 14th level, 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.
frightened (if you chose fear) until the aura ends.
Draconic Mastery (Name TBD)
Beginning at 18th level at the cost of 13 spell points, you assume the form of an adult dragon or a young dragon of your chosen type for 1 hour or until you lose your concentration (as if you were casting a concentration spell). You can only do this once until you finish a long rest.
Your game Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its Statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary Actions or Lair Actions of the new form.
You assume the Hit Points and Hit Dice of the new form. When you revert to your normal, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your Equipment falls to the ground, or merges into the new form.