The Mercury Draconic Bloodline is a homebrew subclass for the Sorcerer class in Dungeons & Dragons 5th Edition. Unfortunately these rules cannot be published for use on DnD Beyond as it is considered too close to the normal Draconic Bloodline.
Dragon Ancestor
You have a mercury dragon as your ancestor. You are associated with the radiant damage type, which is used by features you gain later.
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.
Mercury Dragon
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.
Mercurial Spells
1st-level Mercury Draconic Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Mercurial 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.
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 an evocation or evocation spell from the sorcerer, warlock, or wizard spell list.
Mercurial Spells
SORCERER LEVEL | SPELLS |
---|---|
1st | Blinding Flash (Homebrew Spell), guiding bolt, absorb elements |
3rd | blindness/deafness (Blindness effect only), invisibility |
5th | daylight, Sunbolt (Homebrew Spell) |
7th | sickening radiance, polymorph |
9th | control winds, wall of light |
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 radiant damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to radiant damage 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 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 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.
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