Draconic Heritage

Sorcerers with the draconic heritage usually have dragon blood in their veins – an ancestor was a dragon or half-dragon, or their line is descended from dragons. Kobold sorcerers often display the draconic heritage, enhancing their claims that they are, in fact, distant relatives to dragons.

When the character is created, the player can choose from among the dragon breeds available in the campaign world. While there are no alignment restrictions, sorcerers with metallic dragon blood tend to be neutral or good, while those with chromatic dragon blood tend to be neutral or evil. Draconic sorcerers lean toward arcane spells on the whole, though those with green, brass, or black heritage pick some druidic spells as well.

A sorcerer with the Draconic heritage can choose from the following powers.

Breath Weapon (Su): A Draconic sorcerer gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he shares (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type. The breath weapon is usable 3 + Cha times per day; use all the rules for dragon breath weapons except as specified here.

The DC of the breath weapon is 10 + 1/2 class level + Con modifier.

A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.


Dragon Breed* Breath Weapon
Black Line of acid
Blue Line of lightning
Green Cone of corrosive gas (acid)
Red Cone of fire
White Cone of cold
Brass Line of fire
Bronze Line of lightning
Copper Line of acid
Gold Cone of fire
Silver Cone of cold

*Other types of draconic heritage are possible, using other dragon breeds as ancestors.

Dragon Senses (Ex): As dragons have heightened senses, so too do those descended from them. A draconic sorcerer gains low-light vision, if he does not already have it.

At 6th level, the sorcerer gains darkvision.

At 11th level, the sorcerer gains blindsense in a 15-foot radius. Using nonvisual senses, he notice things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the sorcerer cannot see still has total concealment against him (and he still suffers a -2 penalty to AC against them), and those with concealment retain their +2 bonus to AC. Visibility still affects the movement of a creature with blindsense.

Energy Resistance (Ex): The sorcerer gains energy resistance 10 to the type of energy used in his breath weapon (see above). For instance, a sorcerer with the green dragon heritage gains resistance to acid 10.

Fear Aura (Su): 3 + Cha bonus times per day, as a standard action, a draconic sorcerer can radiate an aura of fear around himself out to a 10-foot radius. Anyone in this area must make a Will save (DC 10 + 1/2 sorcerer's class level + Cha modifier) each round or be shaken for as long as it remains in the aura. If the save is successful, that creature is immune to the sorcerer's aura for 24 hours. The aura lasts for 1 minute or until the sorcerer dismisses it (a free action).

Heritage Abilities
As a Draconic sorcerer gains levels, he can increase the power of his abilities, but this power manifests itself as changes to his physical form.

Level I: The sorcerer's skin hardens slightly and takes on a faint hue of the dragon breed whose ancestry he shares. His natural armor bonus increases by +1, and his innate powers are adjusted as follows:

  • His energy resistance increases to 15.
  • The radius of his fear aura increases to 15 feet.

Level II: The sorcerer's eyes turn golden, and small ridges of bone sprout along his forehead. His Strength score increases by +1, and his innate powers are adjusted as follows:

  • The damage of his breath weapon increases to 4d8.

Level III: The sorcerer's hair falls out and the brow ridges become more pronounced; he may even sprout small horns. His innate powers are adjusted as follows:

  • His energy resistance increases to 20.
  • The power of his fear aura increases; those who fail a save are frightened – they flee from the sorcerer for 2d6 rounds. As before, a creature who makes a successful save is immune to the sorcerer's fear aura for 24 hours.

Level IV: The sorcerer's skin turns to fine scales; his natural armor bonus increases by +2, and his Strength increases by +1. His innate powers are adjusted as follows:

  • The damage of his breath weapon increases to 6d8.
  • The range of his blindsense increases to 20 feet.
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