Dracolyte

A dwarf steps into a tavern, his eyes glow with the power of ancient magic. The red cloak around him seems strange, curled around his front but connecting to his back. As he sits down, a drunk guard challenges him to a dual, hurling insults at the quiet new patron. The guard draws his sword and the man stands, unfurling his cloak into a pair of great red dragon wings. His hands burn with fire and his breath exhales embers. The guard stares slack jawed in awe before slinking away in defeat. The dracolyte curls his wings around him and sits once more.
In the midst of a castle siege, a platoon of strange black scaled human approach a wall, and in unison vomit acid onto the stone, melting it away. The soldiers inside spew forth, but can only stare in awe as a black scaled woman transforms into a dragon, melting them with an powerful exhalation of acid.
Bandits surround an minotaur nomad in the desert. His fingers crackle with lightning as he drives a sword through the first cutthroat. A second bandit falls to a bolt of lightning shot from his hand and the elf throws his cloak off and takes flight on a pair of sapphire wings.
The first dracolytes were made by combining the souls of dead dragons with that of a living humanoid in an attempt to make a new breed of half dragon. Instead, the dragon souls were absorbed, giving the humanoids the gift of draconic power.
These strange new people were coined the dracolytes and served to empower dragon kind through the ages. This same ritual has been refined over the course of millennia, creating more Dracolytes and granting them better attunement to their dragon spirit.
Most dracolytes seek the power individually, sometimes through a respect for the dragons themselves, or perhaps a religious worship to a specific draconic god. Finding a group of dracolytes or a dragon to perform the ritual often requires a deal to be brokered as the sacrificing of a draconic soul is no small matter to those who revere the ancient beasts.
A dragon might be willing to perform the ritual only if you dedicate your life to serving it. Perhaps a dracolyte cult requires you to swear an oath to their cause in order for the power to be granted to you. Or maybe some dark force has kidnapped you and forced the transformation against your will. No matter the case, once the ritual has infused the dragon's soul into yours, you become more dragon than man.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Dragon Spirit, Breath Weapon 0
2nd +2 Physical Transformation, Mutual Understanding 300
3rd +2 Draconic Awakening 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack 6,000
6th +3 Frightful Presence 10,000
7th +3 Draconic Awakening Feature 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Minor Bloodline Trait 60,000
10th +4 Dragon Skin 80,000
11th +4 Draconic Awakening Feature 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Major Bloodline Trait 140,000
14th +5 Dragon Wings 160,000
15th +5 Draconic Awakening Feature 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Draconic Strike 225,000
18th +6 Instincts of the Wyrm 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Draconic Ascension 350,000

Class Information

Hit Dice. 1d10 per Dracolyte Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (increase to 6) + your Constitution Modifier per Dracolyte Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Constitution and Charisma
Skill Proficiencies. Choose two from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Religion, Survival
Equipment. Scale Mail or Leather Armor and a Light Crossbow, a Martial Weapon, a Shield or a Martial Weapon, five Javelins or a Simple Melee Weapon, an Equipment Pack


Dracolyte Features Summarized
Feature Level Quick Explanation
Dragon Spirit 1st You choose a type of Dragon to get buffs from
Breath Weapon 1st You get a Breath Weapon that does a Type of Damage and requires a type of Saving Throw based on your Dragon Spirit
Physical Transformation 2nd You get a Claw and Bite Attack, as well as Darkvision
Mutual Understanding 2nd You're better at interacting with Dragons
Draconic Awakening 3rd You choose your subclass, and gain features at 3rd, 7th, 11th, and 15th Level
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Frightful Presence 6th You can Frighten nearby foes
Minor Bloodline Trait 9th You get an ability based on your Dragon Spirit
Dragon Skin 10th You get Resistance to a Damage Type based on your Dragon Spirit and can use an Action to gain Immunity to it
Major Bloodline Trait 13th You get an ability based on your Dragon Spirit
Dragon Wings 14th You get wings and can fly
Draconic Strike 17th You deal additional Damage when dealing a Type of Damage based on your Dragon Spirit
Instincts of the Wyrm 18th When enemies come close to you, you can either Attack them or run away
Draconic Ascension 20th You can transform into a Dragon, whose type is based on your Dragon Spirit


Dragon Spirit

1st Level Dracolyte Feature
As a Dracolyte, you connect with dragons on a level few others can even comprehend due to the draconic nature of your soul. You choose one of the true dragons as a manifestation of your draconic spirit. This choice will determine many things as you gain Levels in this class. In addition you can speak, read, and write Draikyaan.

Draconic Spirit
Dragon Damage Type Breath Weapon
Amethyst Psychic 15ft Emanated Cone (Strength Saving Throw)
Black Acid 5x30ft Emanated Line (Dexterity Saving Throw)
Blue Lightning 5x30ft Emanated Line (Dexterity Saving Throw)
Bronze Lightning 15ft Emanated Cone (Dexterity Saving Throw)
Copper Acid 15ft Emanated Cone (Dexterity Saving Throw)
Crystal Radiant 15ft Emanated Cone (Constitution Saving Throw)
Deep Psychic 15ft Emanated Cone (Wisdom Saving Throw)
Emerald Psychic 15ft Emanated Cone (Intelligence Saving Throw)
Faerie Psychic 15ft Emanated Cone (Wisdom Saving Throw)
Gold Fire 15ft Emanated Cone (Dexterity Saving Throw)
Green Poison 5x30ft Emanated Line (Constitution Saving Throw)
Iron Thunder 15ft Emanated Cone (Constitution Saving Throw)
Moonstone Radiant 15ft Emanated Cone (Dexterity Saving Throw)
Red Fire 5x30ft Emanated Line (Dexterity Saving Throw)
Sapphire Thunder 15ft Emanated Cone (Constitution Saving Throw)
Shadow Necrotic 15ft Emanated Cone (Dexterity Saving Throw)
Silver Cold 15ft Emanated Cone (Constitution Saving Throw)
Topaz Necrotic 15ft Emanated Cone (Constitution Saving Throw)
Turtle Fire 15ft Emanated Cone (Constitution Saving Throw)
White Cold 5x30ft Emanated Line (Constitution Saving Throw)


Breath Weapon

1st Level Dracolyte Feature
Much like the mighty creatures themselves, you have learned the art of exhaling powerful a powerful Breath Weapon. You can use your Action to exhale destructive energy. Your Dragon Spirit feature determines the size, shape, and Damage Type of the Breath Weapon. When you use your Breath Weapon, each creature in the area of the exhalation must make a Saving Throw, the type of which is determined by your Dragon Spirit feature. The DC for this Saving Throw equals 8 + your Constitution Modifier + your Proficiency Bonus. A creature takes 2d6 Damage on a failed Save, and half as much Damage on a successful one.
The Damage increases when you reach certain Levels in this class, 3d6 at 6th Level, 4d6 at 11th Level, and 5d6 at 16th Level. You can use your Breath Weapon a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Mutual Understanding

2nd Level Dracolyte Feature
Whenever you make a Charisma Check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the Check.

Physical Transformation

2nd Level Dracolyte Feature
Your body begins to take on the visage of a dragon, granting you fanged teeth and sharp claws. Your gain two Natural Weapons that use your Strength, Claws and a Bite. Your Claws deal 1d6 Slashing Damage and have the Light property, and your Bite deals 1d8 Piercing Damage.
Additionally your eyes transform into the eyes of your Dragon Spirit. You gain Darkvision out to a Range of 60ft.

Draconic Awakening

3rd, 7th, 11th, and 15th Level Dracolyte Feature
You choose one of the Draconic Awakenings in the table below that shows how your draconic powers take shape, and which aspect of the dragon empowers you.

Draconic Awakenings
Draconic Awakening Complexity (1-5) Description
Awakened Breath 2 You rely on the power of your draconic breath weapon and augment it to annihilate your foes with various forms of elemental breath.
Awakened Form 1 You embody the form of the dragon and gain natural weaponry and hard draconic scales.
Awakened Guardian 2 You emit an aura of draconic fury to harry your foes and inspire your allies.
Awakened Terror 3 You use the powerful arcane of dragons to usher death and destruction onto your foes in a glorious display of elemental power.


Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Dracolyte Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th Level Dracolyte Feature
You can make an additional Attack whenever you take the Attack Action.

Frightful Presence

6th Level Dracolyte Feature
You gain one of the most iconic abilities of all dragons, its frightful presence. As an Action, all creatures of your choice within 10ft of you that can see you must make a Wisdom Saving Throw with a DC of 8 + your Charisma Modifier + your Proficiency bonus. On a failed Save, a creature is Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. If a creature's Saving Throw is successful or the effect ends for it, the creature is Immune to your Frightful Presence feature for the next 24 hours.
The Range of your Frightful Presence feature increases when you reach certain Levels in this class, 15ft at 11th Level, and 20ft at 15th Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Minor Bloodline Trait

9th Level Dracolyte Feature
Your Dragon Spirit allows you to take on the abilities of your chosen dragon. You gain a special ability based on your Dragon Spirit feature from the table below.

Minor Bloodline Trait
Dragon Trait
Amethyst You automatically detect all creatures that are from another plane of existence than the one you are currently on within 30ft of you, and have Advantage on Attack Rolls against these creatures.
Black You are unaffected by Difficult Terrain created by natural means.
Blue You gain Tremorsense out to a Range of 15ft.
Bronze While you are within 5ft of a friendly creature that is not Unconscious, you have a +2 bonus on your Weapon Attacks.
Copper You have Advantage on Charisma (Performance) and Charisma (Deception) Checks.
Crystal Creatures of your choice within 5ft of you have Advantage on Charisma (Performance) and Charisma (Persuasion) Checks.
Deep The Darkvision from your Physical Transformation feature increases by 60ft.
Emerald You have Advantage on Checks and Saving Throws made in relation to Illusion Magic.
Faerie You have Advantage on Charisma (Performance) Checks and Ability Checks using Musical Instruments.
Gold You automatically detect all evil aligned creatures within 30ft of you, and have Advantage on Attack Rolls against these creatures.
Green You have Advantage on Charisma (Persuasion) and Charisma (Deception) Checks.
Iron You have Advantage on Attack Rolls against creatures that have failed on a Charisma Saving Throw you forced it to make in the last hour.
Moonstone You have Advantage on Wisdom (Perception) Checks.
Red You have Advantage on Intelligence (Investigation) and Intelligence (Nature) Checks.
Sapphire You add your Proficiency Bonus to your Initiative Rolls.
Shadow You treat Darkness as Bright Light, rather than Dim Light, in the Range of your Darkvision.
Silver Attacks made against other creatures of your choice within 5ft of you that are not Unconscious have Disadvantage.
Topaz You have Advantage on Knowledge Checks in relation to Undead and Necromancy Spells.
Turtle You can breathe both air and water and gain a Swimming Speed of 30ft.
White You gain a Climbing Speed of 30ft and can move across and climb icy surfaces without needing to make an Ability Check. Additionally, Difficult Terrain composed of ice or snow does not affect you.


Dragon Skin

10th Level Dracolyte Feature
Large patches of your body start to grow over with scales matching the color of your Dragon Spirit. You gain Resistance to the Damage Type of your Dragon Spirit.
Additionally, as an Action you can force the scales to harden, granting you Immunity to the Damage type of your Dragon Spirit for 1 minute. You can't use this feature again until you finish a Long Rest.

Dragon Skin
Dragon Damage Type
Amethyst Psychic
Black Acid
Blue Lightning
Bronze Lightning
Copper Acid
Crystal Radiant
Deep Psychic
Emerald Psychic
Faerie Psychic
Gold Fire
Green Poison
Iron Thunder
Moonstone Radiant
Red Fire
Sapphire Thunder
Shadow Necrotic
Silver Cold
Topaz Necrotic
Turtle Cold
White Cold



Major Bloodline Trait

13th Level Dracolyte Feature
You have learned to harness the full potential of your Dragon Spirit, you gain a major trait of your Dragon Spirit from the table below.

Minor Bloodline Trait
Dragon Trait
Amethyst You have Advantage on Saving Throws imposed by Aberrations.
Black When you are hit with a Melee Attack, the Attacker takes 1d4 Acid Damage.
Blue When you are hit with a Melee Attack, the Attacker takes 1d4 Lightning Damage.
Bronze You cannot be moved against your will, you cannot be Slowed, and you can only be knocked Prone if you choose to be.
Copper You have Advantage on Saving Throws against effects that would Charm or Frighten you, or otherwise dominate your will you.
Crystal You learn the Guidance Cantrip, using Constitution as your Spellcasting Ability. You use a d6 for the bonus to the roll, rather than a d4.
Deep You gain a Blindsight out to a Range of 60ft
Emerald You learn the Minor Illusion Cantrip, using Constitution as your Spellcasting Ability. The area of the Cantrip is increased to a 10ft Cube rather than a 5ft Cube.
Faerie You can use your Bonus Action to teleport to an unoccupied space that you can see within 30ft of you.
Gold You have Advantage on Saving Throws imposed by Dragons.
Green When you are hit with a Melee Attack, the Attacker takes 1d4 Poison Damage.
Iron You have Advantage on Saving Throws against effects that would Deafen, Incapacitate, or Slow you.
Moonstone You are unaffected by Spells that would cause you to fall Unconscious or alter your mind while Unconscious.
Red When you are hit with a Melee Attack, the Attacker takes 1d4 Red Damage.
Sapphire You can telepathically communicate with creatures within 30ft of you. Additionally, you gain Resistance to Psychic Damage.
Shadow While you are in Darkness, you can use your Action to become Invisible for 1 minute or until you take any Action, Bonus Action, Reaction, or move.
Silver You have Advantage on Saving Throws against Spells that would Blind, Stun, or Paralyzed, you.
Topaz You have Advantage on Death Saving Throws.
Turtle You gain Resistance to Fire Damage and your Swimming Speed is doubled.
White When you are hit with a Melee Attack, the Attacker takes 1d4 Cold Damage.



Dragon Wings

14th Level Dracolyte Feature
You sprout a pair of dragon wings from your back, gaining a Flying Speed equal to your Walking Speed. These wings resemble that of your Dragon Spirit.

Draconic Strike

17th Level Dracolyte Feature
Whenever you deal Damage to a creature of the Damage Type from your Dragon Spirit, you deal additional Damage of the same type equal to your Charisma Modifier.

Instincts of the Wyrm

18th Level Dracolyte Feature
Whenever a hostile creature moves to a space within 5ft of you, you can use your Reaction to make a single Weapon Attack against that creature, or move up to half your Speed away from it. This movement does not provoke Opportunity Attacks.

Draconic Ascension

20th Level Dracolyte Feature
You have mastered your dragon spirit, allowing you to transform fully into a dragon.
You suffer none of the frailty of old age, and you can't be aged magically.
Additionally as an Action, you can now shapeshift into an Adult version of your Dragon Spirit. You can't use this Action again until you finish a Long Rest. You can stay in this Dragon Form for a number of hours equal to half your Dracolyte Level, you can revert back to your normal form early as a Free Action. You automatically revert back to your normal form if your Dragon Form drops to 0 Hit Points or you fall Unconscious. While you are in your Dragon Form, the following rules apply:

  • Your game statistics are replaced by the statistics of the Dragon, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma Scores. You also retain all of your Skill and Saving Throw Proficiencies, in addition, you gain the Dragon's Skill and Saving Throw Proficiencies if it has any that you do not already have. You use whichever Proficiency Bonus is higher these Proficiencies.
  • When you transform, you use the Dragon's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess Damage carries over to your normal form.
  • You retain the benefit of any features from your class, race, or other source and can use them if your new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your Dragon Form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with you has no effect until you revert back to your normal form.


Draconic Awakenings

Awakened Breath

Those that hone the skills to use their breath weapon find that with practice, it can be altered in many ways. Dracolytes of the reverent breath have mastered the art of exhalation to annihilate their foes.

Breath Features
Feature Level Quick Explanation
Continuous Exhalation 3rd You can regain all Breath Weapon uses
Shape Breath 3rd You can transmute your Breath Weapon in a variety of ways
Exhalation Exploitation 7th You ignore Resistances and Immunity to your Breath Weapon
Breath Control 11th You can transmute your Breath Weapon in two ways with your Shape Breath
Exhalation Mastery 15th Your Breath Weapon deals more Damage


Continuous Exhalation

3rd Level Awakened Breath Feature
Your control over your Breath Weapon allows you to exhale more often. You can spend 10 minutes meditating. Once you finish this meditation, you regain all expended uses of your Breath Weapon feature. You can meditate in this way once, before needing to finish a Long Rest to meditate in this way again.

Shape Breath

3rd Level Awakened Breath Feature
You have learned how to fully control how you exhale your Breath Weapon. When you finish a Long Rest, choose one of the following features:

  • Clinging Breath. Your Breath Weapon clings to creatures and continues to Damage them over time. A creature that takes Damage from your Breath Weapon takes half of the Damage dealt again at the beginning of its next turn, then the exhalation dissipates for the creature.
  • Controlled Breath. You learn to control how your Breath Weapon manifests. You can now choose whether your Breath Weapon is a 30x5ft Emanated Line or a 15ft Emanated Cone every time you use your Breath Weapon.
  • Enlarged Breath. Your Breath Weapon increases in size. If your Breath Weapon is a Line, it increases in size to a 60x5ft Emanated Line. If your Breath Weapon is a Cone, it increases in size to a 30ft Emanated Cone.
  • Launched Breath. Your Breath Weapon forms a sphere that explodes into a lingering cloud on impact. When you use your Breath Weapon, you launch a spherical ball of elemental energy at a creature or a point within 30ft that explodes, causing a lasting effect in a 10ft Radius centered on the point of impact. A creature that enters the area for the first time or starts its turn there makes a Saving Throw against your Breath Weapon. The field dissipates at the beginning of your next turn.
  • Maximized Breath. You add your Proficiency Bonus to the Damage of your Breath Weapon.
  • Relentless Breath. The Save DC for your Breath Weapon now equals 10 + your Constitution Modifier + your Proficiency Bonus.
  • Tempest Breath. When a creature fails the Saving Throw against your Breath Weapon, it is pushed 10ft away from you.

Until your next Long Rest, when you use your Breath Weapon feature, it gains the benefits of the chosen feature.

Exhalation Exploitation

7th Level Awakened Breath Feature
You learn how to exploit a creature's natural defenses against your Breath Weapon. The Damage of your Breath Weapon ignores Resistances and Immunity.

Breath Control

11th Level Awakened Breath Feature
You have mastered how you shape your exhalation. You can now choose a second benefit from the Shape Breath feature at the end of a Long Rest. You cannot select both the Clinging Breath benefit and the Launched Breath at the same time with this feature.

Exhalation Mastery

15th Level Awakened Breath Feature
You have mastered your elemental exhalation. Your Breath Weapon feature now uses d8s instead of d6s for its Damage, and you add an additional Damage Die to the Breath Weapon Damage.

Awakened Form

Dracolytes who desire to become more like their dragon spirit in the physical follow the path of the scale lord, powerful close range combatants who turn their bodies into living draconic weapons.

Form Features
Feature Level Quick Explanation
Dragon Tail 3rd You get a Tail Attack with Reach
Hardened Scales 3rd While not wearing armor you have a natural AC
Truly Natural 7th Your Claws and Bite improve, you're better and Grappling and Shoving, and your Hardened Scales improve
Draconic Fury 11th You make an additional Attack every time you take the Attack Action and only use your Claws, Bite, and/or Tail
Wingstorm 15th You can knock creatures Prone and push them away with your wings


Dragon Tail

3rd Level Awakened Form Feature
You sprout a long Draconic Tail that you can use as a Natural Weapon, which deals 1d6 Bludgeoning Damage and has the Reach Property.

Hardened Scales

3rd Level Awakened Form Feature
Your body is completely covered in scales that match your dragon spirit. When you aren't wearing Armor, your AC equals 10 + your Dexterity Modifier + your Constitution Modifier. You can use a Shield and still gain this benefit.

Truly Natural

7th Level Awakened Form Feature
Your body has become perfectly attuned to your draconic transformation, granting you the following benefits:

  • The Damage of your Claws from your Physical Transformation feature increases to 1d8 Slashing Damage, and the Damage of your Bite from your Physical Transformation feature increases to 1d10 Piercing Damage.
  • When you attempt to Shove or Grapple a creature, you can use your Tail, giving yourself Advantage on the Check.
  • Your scales harden further. Your AC while you are not wearing Armor from your Hardened Scale feature is now 12 + your Dexterity Modifier + your Constitution Modifier.



Draconic Fury

11th Level Awakened Form Feature
Whenever you take the Attack Action and only make Attacks using your Natural Weapons, you can make one additional Attack as part of that Action.

Wingstorm

15th Level Awakened Form Feature
You have grown into your wings, allowing you to use them to throw your opponents off their feet. As a Bonus Action you can buffet a Medium or smaller creature within 5ft of you with powerful winds generated by your wings. The target makes a Strength Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus. On a failed Save, the target is pushed 10ft away from you and is knocked Prone. Additionally your Flying Speed from your Dragon Wings feature is now doubled.


Awakened Guardian

Some dracolytes use their draconic gifts to aid their companions and protect themselves from harm. These winged guardians use an ancient ritual to manifest their dragon spirit into a powerful protective enchantment.

Guardian Features
Feature Level Quick Explanation
Draconic Aura 3rd You get an aura that harries your foes' Attacks and Saving Throws.
Expanding Aura 7th Your aura becomes larger
Aura of Resistance 11th You give your allies Resistance based on your Dragon Spirit, and if an ally has Resistance to the Damage already, you get Immunity to that Damage
Aura of Power]] 15th You buff your allies Attack Rolls and you increase your Crit Range


Draconic Aura

3rd Level Awakened Guardian Feature
You learn how to harness your draconic magic into an aura as a spectral version of your dragon spirit flies around you and your allies, granting special abilities. You can use a Bonus Action to summon a Draconic Aura which lasts for 1 minute and is a 10ft Moving Emanation. this Draconic Aura ends early if you are knocked Unconscious or you end the effect as a Free Action. You can use your Draconic Aura a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
Creatures of your choice in this Emanation have a -2 penalty on their Weapon Attacks.
Additionally, when a creature in your Draconic Aura makes a Saving Throw, you can use your Reaction to grant that Save Disadvantage.

Expanding Aura

7th Level Awakened Guardian Feature
Your Draconic Aura feature is now a 30ft Moving Emanation instead of a 10ft Moving Emanation.

Aura of Resistance

11th Level Awakened Guardian Feature
You can grant those around you a portion of your resistances while strengthening your own. Creatures of your choice within your Draconic Aura feature have Resistance to the same Damage Type granted by your Dragon Skin feature.
If a creature in your Draconic Aura feature already had Resistance to the Damage Type you from your Dragon Skin feature, you gain Immunity to that Damage Type.

Aura of Power

15th Level Awakened Guardian Feature
You're able to use your Draconic Aura to infuse your allies with the same battle tactics as your own. As a Bonus Action, you can grant all creatures of your choice within your Draconic Aura feature a bonus to Attack Rolls equal to your Proficiency Bonus until the start of your next turn.
Additionally, as long as a creature is in our Draconic Aura, your Crit Range increases by 1.


Awakened Terror

Those that follow the path of the mystic terror tap deep into the draconic magics, allowing them to cast powerful spells and attune further into the magical nature of dragons.

Terror Features
Feature Level Quick Explanation
Spellcasting 3rd You gain Quarter Spellcasting that uses Charisma and Learning Spells, usually from the Evocation or Transmutation Schools from the Sorcerer Spell List
Arcane Spirit 3rd You learn a Cantrip and a 1st Level Spell that deals a Damage Type based on your Dragon Spirit.
Mystical Ravaging 7th When you deal a Type of Damage based on your Dragon Spirit, you remove that creatures Resistance to that Damage Type, or change its Immunity to that Damage Type to Resistance
In the Element 11th When you cast a Spell that deals a Damage Type based on your Dragon Spirit, you can cast a Cantrip that does the same Damage Type as a Bonus Action
Arcane Force 15th You can force a creature to fail a Saving Throw against one of your Spells


Spellcasting

3rd Level Awakened Terror Feature
Spellcasting Ability. Charisma
Spell Save DC. 8 + your Charisma Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You start knowing 3 Spells from the Sorcerer Spell List, two of which must be from the Evocation or Transmutation Schools. You learn additional Spells from the Sorcerer Spell List which can only be learnt from the Evocation or Transmutation Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.

Sorcerer Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1


Arcane Spirit

3rd Level Awakened Terror Feature
Your Dragon Spirit helps shape your Spellcasting. You learn one Cantrip and one 1st Level Spell of your choice that deal the same Damage Type as your Dragon Spirit. These Spells are Awakened Terror Spells for you, do not count against your Spells Known, and can be from any School of Magic or class's Spell List.

Mystical Ravaging

7th Level Awakened Terror Feature
When you hit a creature with a Spell Attack for the first time in a turn, it gains Vulnerability to the Damage Type of your Dragon Spirit until the end of your next turn. If that creature is Resistant to the Damage Type, it loses its Resistance instead, and if Immune to the Damage Type, it loses the Immunity and gains Resistance instead. A creature that has been affected by this feature is unaffected by this feature fr 24 hours.

In the Element

11th Level Awakened Terror Feature
When you cast a Spell of 1st Level or higher that deals the Damage Type of your Dragon Spirit, you can use your Bonus Action to cast a Cantrip that has a Casting time of 1 Action or Less that deals the same Damage Type.

Arcane Force

15th Level Awakened Terror Feature
When you cast a Spell that forces a creature to make a Saving Throw, you can choose one creature affected by the Spell. That creature automatically fails the Saving Throw. Once you use this feature, you can't do so again until you finish a Long Rest.