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

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 Magic

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Draconic Magic
Sorcerer LevelSpells
1stCharm Person, Chromatic Orb
3rdDragon's Breath, Suggestion
5thFear, Fly
7thCharm Monster, Elemental Bane
9thDominate Person, Geas

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.

Draconic Metamagic

Starting at 3rd level, you gain an additional metamagic from your draconic ancestry. Choose an option from the list below, it is added to your list of known metamagic, and doesn't count against your number of metamagic's known. 

  • Chromatic Spell. When you cast a spell that deals any type of damage, you can expend 1, 2 or 3 sorcery points. Add 1d6 damage of the type associated with your draconic ancestry, plus a d6 for every sorcery point you expended above 1. You cannot reroll these additional dice with the empowered metamagic option.

  • Intense Spell. When you cast a spell that deals damage of the type associated with your draconic ancestry, you can expend 1 times the amount of creatures the spell is affecting in sorcery points. All creatures which the spell targets lose resistance to the damage until the end of your turn, alternatively, you can expend 2 more sorcery points; any creatures which the spell targets lose resistance and immunity to the damage until the end of your turn.

At 11th level, you gain the other metamagic option from the list.

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. At the same time, you can spend 1 sorcery point to gain resistance 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 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.