Improved Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry

Dragon Damage Type Black Acid Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold

If DM is Ok

Dragon Damage Type Bahamut Radiant Tiamat Necrotic

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

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

Elemental Affinity

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. The damage bonus applies to one damage roll of a spell, not multiple rolls. In Addition you gain resistance to the damage type you chose at level 1 and you can spend 1 sorcery point to gain Immunity to that damage type for 1 hour.

Dragon Wings

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.

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.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can 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 were 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, you may use this ability again after a short rests

New Elemental Spells

Shining Ray

Evocation Cantrip

Casting time: 1 Action

1 Action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

You focus light in the tip of your finger and fire a shining beam at a creature or object within range . Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage. You have advantage against Undead.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shadow Ball

Evocation Cantrip

Casting time: 1 Action

1 Action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous

You throw a ball of black energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Necrotic damage. nonmagical plant matter hit by this spell shrivels and dies.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).