Draconic Bloodline |
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Draconic Bloodline Features |
Inherited Sorcerer Features |
Draconic Bloodline is a Subclass of Sorcerer in Baldur's Gate 3. Sorcerers primary ability is Charisma, their saving throw proficiencies are Constitution & Charisma, and they have a Hit Dice of 1d6. They have proficiency with Daggers, Quarterstaves, and Light Crossbows.
Your veins carry draconic magic, the result of a powerful dragon ancestor.
BG3 Sorcerer Class Features
HIT POINTS
- Hit Points at 1st level: 6 + Constitution Modifier
- Hit Points at Higher Levels: 4 + Constitution Modifier
PROFICIENCIES
- Weapons: Daggers, Quarterstaffs, Light Crossbows
- Saving Throws: Constitution, Charisma
- Skills: Choose 2 skills from - Arcana, Deception, Insight, Intimidation, Persuasion, Religion
EQUIPMENT
SPELLCASTING
- Cantrips: Choose 4
- Known Spells: 1 + Charisma modifier
- Spell Slots: 2 Level 1 Slots
UNIQUE CLASS FEATURE
BG3 SORCERER CLASS PROGRESSION
- Level 1 - Sorcerer Subclass (Wild Magic, Draconic Bloodline, Storm Sorcery)
- Level 2 - Sorcery Points +2 (Class Features)
- Level 2 - Create Sorcery Points (Bonus Action)
- Level 2 - Create Spell Slot (Bonus Action)
- Level 2 - Choose 2 Metamagic
- Level 3 - Choose 1 Metamagic
- Level 4 - Feats - Choose one from the Feats list
- Level 8 - Feats - Choose one from the Feats list
- Level 10 - Choose 1 Metamagic
- Level 12 - Feats - Choose one from the Feats list
BG3 DRACONIC BLOODLINE FEATURES PROGRESSION
- Level 1 - Draconic Resilience: Hit Points
- Level 1 - Draconic Resilience: Armour Class
- Level 1: Choose your Dragon Ancestry:
- Level 6 - Elemental Affinity: Damage (Subclass Feature)
- Level 6 - Elemental Affinity: Resistance (Subclass Feature)
- Level 11 - Fly (Subclass Feature)
BG3 SORCERER SPELL SLOTS
Sorcerer Level | Sorcery Points | Cantrips Known | I | II | III | IV | V | VI |
Level 1 Sorcerer | - | 4 | 2 | - | - | - | - | - |
Level 2 Sorcerer | 2 | 4 | 3 | - | - | - | - | - |
Level 3 Sorcerer | 3 | 4 | 4 | 2 | - | - | - | - |
Level 4 Sorcerer | 4 | 5 | 4 | 3 | - | - | - | - |
Level 5 Sorcerer | 5 | 5 | 4 | 3 | 2 | - | - | - |
Level 6 Sorcerer | 6 | 5 | 4 | 3 | 3 | - | - | - |
Level 7 Sorcerer | 7 | 5 | 4 | 3 | 3 | 1 | - | - |
Level 8 Sorcerer | 8 | 5 | 4 | 3 | 3 | 2 | - | - |
Level 9 Sorcerer | 9 | 5 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Sorcerer | 10 | 6 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Sorcerer | 11 | 6 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Sorcerer | 12 | 6 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Draconic Bloodline Tips & Builds
- You can check out our Sorcerer build guide here.
- Sorcerers gain one Sorcery Point for each Sorcerer Level past the 1st.
ALL SORCERER SPELLS IN BALDURS GATE 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Sorcerer Spells
Name | Level | School | Casting time | Description |
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Cantrip | Conjuration | Action |
1d6 Acid Hurl a bubble of acid that hurts to each creature it hits. |
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Cantrip | Abjuration | Action | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. 2 Turns |
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Cantrip | Necromancy | Action | 1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | Action | Iluminate a 9m/18ft radius. |
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Cantrip | Evocation | Action | 1d10 Fire Hurl a mote of fire. 18m |
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Cantrip | Enchantment | Action | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. 10 Turns In higher difficulty modes, the target might accuse you of enchanting them. 9mConcentration |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. |
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Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects. 10 Turns 18m |
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Cantrip | Illusion | Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. |
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Cantrip | Conjuration | Action |
1d12 Poison Project a puff of noxious gas. 3m CON Save |
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Cantrip | Evocation | Action |
1d8 Cold Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | Action |
1d8 Lightning The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. |
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Lv 1 | Abjuraation | Action Spell Slot |
Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks. Until Long Rest. Can only have temporary hit points from one source. |
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Lv 1 | Evocation | Action Spell Slot |
3d6Fire Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. 5m DEX Save |
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Lv 1 | Evocation | Action Spell Slot |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. 10 Turns Condition ends early if you or an ally hurts the targets. In higher difficulty modes, the target might accuse you of enchanting them. 18m/60ft WIS Save |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 3d8 elemental damage of your choice |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Acid Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Cold Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Fire Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Lightning Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Poison Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
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Lv 1 | Evocation | Action Spell Slot |
3d8 Thunder Hurl a sphere that deals 3-24 Thumder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. 18m |
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Lv 1 | Illusion Spell | Action Spell Slot |
Blind creatures up to a combined 33 hit points. 1 Turn 5m/17ft |
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Lv 1 | Transmutation Spell | Action Spell Slot |
Call forth rain or destroy a water-based. 9m |
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Lv1 | Illusion Spell | Action Spell Slot |
Magically change all aspects of your appearance. |
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Lv1 | Transmutation Spell | Action Spell Slot |
Triple a creature's jumping distance. 10 Turns Melee |
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Lv1 | Transmutation Spell | Bonus Action Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Until Long Rest 1 Turn Concentration |
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Lvl | Necromancy Spell | Action Spell Slot |
Gain 7 temporary hit points. Until Long Rest Can only have temporary hit points from one source. |
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Lvl | Transmutation Spell | Bonus Action Spell Slot |
You and nerby allies Immunity to Falling damage. 10 Turns 9m |
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Lv 1 | Conjuration | Action Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration |
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Lv 1 | Conjuration | Action Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. 10 Turns 18m4m DEX Save |
Ice Knife |
Lv 1 | Conjuration | Action Spell Slot |
1d10 Piercing +2d6 Cold Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns On Miss: The shard of ice still explodes. 2m18mDEX Save |
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Lv 1 | Abjuration | Action Spell Slot |
Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. Until Long Rest The target can't be wearing armour Mele |
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Lv 1 | Evocation | Action Spell Slot |
3d4+3 Force Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. 18m |
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Lv 1 | Necromancy | Action Spell Slot |
2d8Poison Possibly Poisons the target. 2 Turns 18m CON Save |
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Lv 1 | Abjuration | Reaction Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. Until Long Rest |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns The condition ends upon taking damage. 18m |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Leve a creture Prone with laughter, without the ability to get up. 10 turns The creature must have an Intelligence of 5 or more. The target can try to shake off the effect each time it takes damage. 18mWIS SaveConcentration |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
2d8 Thunder Release a wave of thunderous force that pushes away all creatures and objects. 5mCON Save |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
1d12 Lightning Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. 10 Turns 18mConcentration |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often. 10 turns 18mCON Save |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. 10 turns Concentration |
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Lv 2 | Conjuration | Action Spell Slot |
4d4 Slashing |
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Lv 2 | Enchantment | Action Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 Turns 5m18m Concentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. Until Long Rest Concentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. 9mCON Save Concentration |
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Lv2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. 1 Turn 12mSTR Save |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. 10 turns 18mWIS Save Concentration |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. 10 turns Condition ends early if the creature attacks or casts a spell. MeleeConcentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. 18m |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. 10 turns |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. 18m |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
1d6Phychic Range: 18INT SaveConcentration |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. Untial Long Rest 9mDex Save |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
6d6 Fire Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. 18m |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
3d8 Thunder Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. Range: 18mCON Save |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. 4m18mDEX Save Concentration |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. 10 Turns |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
3d10 Lightning Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. 10 Turns 18mDEX Save Concentration |
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Lv 3 | Abjuration | Reaction Level 2 Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. 18m |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Until Long Rest 18m |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. 3 Turns 1 Turn 9m WIS Save Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6 Fire Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. 18m 6m DEX Save |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. 10 Turns Melee Concentration |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. Until Long Rest While transformed, the target won't be able to attack, cast spells, or talk. MeleeConcentration |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. 10 Turns When the condition ends, become Lethargic. 9mConcentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6Lightning Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. 30m DEX Save |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. 2 Turns 18m WIS Save Concentration |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface. 10 Turns 18m CON Save Concentration |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. 10 Turns 18m WIN Save Concentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. 10 Turns 3m 8m Dex Save Concentration |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence. 2 Turns 18m CHA Save Concentration |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8d8 Necrotic Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Targets still takes half damage. No effect on undead and constructs. 9m CON Save |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. 3 Turns 18m WIS Save Concentration |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. Melee |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. 10 Turns 18mWIS SaveConcentration |
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Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. 10 Turns MeleeConcentration |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 Bludgeoning +4 d6 Cold Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. 2Turns On Save: Targets still take half damage. 6m18mDEX Save |
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. 5 Turns 18mDEX SaveConcentration |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. Until Long Rest MeleeConcentration |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5d8Fire Create a blazing wall of fire, burning anyone who dares stand too close. 18mDEX SaveConcentration |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
5d8 Poison Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. 1 Turn 18m WIS Save Concentration |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
8d8 Cold Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. 9m STR Save |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. 10 Turns 18mWIS SaveConcentration |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. 10 Turns No affect on undead. 18m WIS SaveConcentration |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
4d10 Piercing Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party. 18m |
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Lv 5 | Transmutation | Action Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. 10 Turns STR Save Concentration |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. 18m Concentration |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two liked teleportation portals. 10 Turns. 18mConcentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
10d8 Lightning Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. 18mDEX Save |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
8d6 Necrotic Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. 18mCON Save |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
10d6 + 40Force Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. 9mDEX Save |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. 100 Turns 18mWIS SaveConcentration |
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Lv 6 | Abjuration | Action Level 6 Spell Slot |
Creates a barrier that makes creatures and objetcs inside it Immune to all damage. 3 Turns 3mConcentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON SaveConcentration |
All Sorcerer Spells Gallery
Sorcerer Cantrips
Sorcerer Lvl 1 Spells
Sorcerer Lvl 2 Spells
Sorcerer Lvl 3 Spells
Sorcerer Lvl 4 Spells
Sorcerer Lvl 5 Spells
Sorcerer Lvl 6 Spells
- Anonymous
So you can do ay lv 6, what a wizard only can do at lv 10? Ok whats even the point of being a full wizard again?
- Anonymous
Tip to anyone who wants to pick an element type for the visual style, but the damage spells are limited: Multi class one level into Wizard. You can still end up getting Fly at the end if you want that, and you're able to learn any scroll which drastically opens up your potential spell list.
As patch 4 it was changed. No passive elemental resistance. Now you must damage enemy with your elemental damage spell (fireball for fire) and then you can spend 1 sorcery point to get resistance.
- Anonymous
This subclass seems really poorly balanced. They give all these options, but picking any of them other than the ones that boost fire spells seems to be jut a mistake due to the limited spell pool the other elements have access to and the lack of Tranmuted Spell. Like, woe to any poor fool who picked acid.
- Anonymous
If only Sorcerer got Glyph of Warding.
It'd really help out Acid/Cold Dragon Sorcerers by providing a level 3 AoE spell to use (Where Fire/Lightning get Fireball and Lightning Bolt respectively).
Poison Dragons would still be screwed due to Glyph not having a Poison damage variant like Chromatic Orb.
Of course, if they were generous, they'd give Dragon Sorcerers Dragon Breath...
- Anonymous
So you can get acid arrow from acid type dragonborn blood but you can't get it on the sorceror spell list what gives someone should remove acid sorceror from this list they're taking up space for radiant and necrotic types that are actually in game
- Anonymous
Tbh, Fly as a level 11 subclass feature is quite underwhelming, considering you get the same skill from illithid powers, perhaps even sooner. Understandable for RP tho if you don’t want to tadpole your guy.
The level 6 elemental dmg boost is pretty fun if u spam max level scorching ray, but otherwise pretty situational.
- Anonymous
If you want an easy backstory for this subclass just say "My father was a bard"
nuff said
- Anonymous
- Anonymous
I can't find any acid spells on this list
Does anyone know where I can find acid sorcerors extended spell list?
- Anonymous
hi im new if i have lvl 5 on warlock and then at lvl 6 i pick sorcerer subclass dragonic bloodline i will get the bonus dmg from dragonic ancestor or i need to have lvl 6 on sorcerer for that bonus
- Anonymous
Fire dragon with necklace of elemental augmentation has some insane damage potential,
84-154 with a level 6 spellslot which can be used as a bonus action with quickened spell
- Anonymous
Gold Dwarf + Fire Dragon = Resistance to the 2 most common elements (Fire and Poison), CHR modifier to damage type that has the most itemization (Fire), +2 max health per level and permenant Mage Armor.
Resulting in a strong and resilient mage character. The only thing missing would be Shield proficiency for that extra AC.
Also, bonus points for synergizing with Scorching Ray as the CHR modifier to damage rolls applies to each individual Ray so upcasted Scorching Ray will deal a truckload of damage.
- Anonymous
This subclass really suffers from a lack of the Transmuted Spell metamagic. I suspect Larian will add it later in addition to actual dragon wings instead of a copy paste of Flight.
Guess I'll have to wait to play my green dragonborn poisonmancer for now :/
- Anonymous
To bad there's no radiant or necrotic dragons
They really need to bring back the free passive of switching elements to your typing otherwise I fell Acid Dragons are really being shafted
You get a better cast of your level 1 chromatic orb and cantrip only?????
- Anonymous
Wait is there anyway to turn into an actual dragon
Just wanted a melee transforming mage?
- Anonymous
They really just expect all sorcerers to want to be twin haste blast bots don't they?
- Anonymous
If you choose draconic bloodline as your subclass and dragon as your race you can get 2 resistances and a sicks ass pattern on your dragon
- Anonymous
For anyone curious, the flight unlocked at level 11 does not involve wings or any special cosmetic effect. It's asthetically identical to the spell.
As a dragon fanboy I was really hoping for some thing to make it stand out from the various other ways to get flight. A pair of wings sprouting from your back to accompany the ability would have made it worth it I think. As it stands, flight is available in many ways, you can even get it permanently for free if you unlock the illithid passive.
It's sad that the mind flayer flight has a cosmetic effect, even if it's minor, but this one doesn't. Kind of a let down for a level 11 sub-class specific ability.
- Anonymous
straight up no acid damage spells excepting chromatic orb, acid splash... hard to want to play a black dragon sorcerer even though i love em :[
- Anonymous
So level 6 eldritch knight + level 6 dragon blood sorcerer might be a good gish?
3 feats, level 8 spell progression, multi attack, heavy armor, the elemental spell damage bonus, and you can spec out of Int into Cha
Has anyone tried it?
- Anonymous
- Anonymous
Can someone verify if they actually unlock flight at level 11? D&D normally has it at 14
- Anonymous
Really hope we can pick from Gem dragons later on. Force, Necrotic, Psycic, Thunder and Radiant spells and resistances. Not least Gem dragonborn p.c
- Anonymous
Fire reduction doesn't stack with the Tieflings fire resistance, but you can use it as a good combo with them to get resistance to fire and poison which are the most common DOT effects in game as far as I know.
- Anonymous
This is stupid max level is 4 so why rven bother saying anything about level 6
- Anonymous
If I'm a Draconic Tiefling Sorcerer and I choose a Fire Dragon as my ancestor will I be immune to fire?
Anyone know if draconic bloodline gives you unique dialog with Laezel?
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