As descendants of the dragonkin of Aegraya and the Great Chromatics of The Summer Land, sorcerers are born with innate magical powers. Of all the Chromatic breeds who propagated among humanoids, reds were by far most prolific. Tostrasz the Enormous alone was rumored to have over 100 half-humanoid progeny.
The most powerful sorcerers are three to four generations removed from the Great Chromatics. Anthroposcopic features such as yellow eyes, scales, and sharp features often betray a sorcerer’s origins. As such, those who are without an innate ability to obscure such features are often viewed as outcasts, just the same as if they were half-dragons or dragonborn.
Maer is a cliff-side, coastal colony found east of Vaskil on the other side of the Spine. There, the drakebloods live free from persecution of the Pressonians who remember all too well the War of the Burning Plain.
Drakebloods in Omeria
Humanoids who possess draconic blood come in three variants. The actual children of dragons and humanoids are half-dragons. Second generation drakebloods are dragonborn. And third-generation drakebloods are humanoids who have a proclivity to sorcery (for example, a human with the draconic bloodline sorcerous origin). Although, it’s rare for fourth-generation drakebloods to possess sorcerous power, it’s not impossible. Beyond fourth-generation, the bloodlines run too thin.
Medium humanoid (any), any alignment
Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
Abilities Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
Saving Throws Con +5, Cha +7
Skills Deception +7, Intimidation +7
Senses passive Perception 11
Languages Draconic plus any two languages
Challenge 5 (1,800 XP)
Draconic Bloodline. The sorcerer’s draconic bloodline increases its maximum hit points by 10 (included in its hit points). In addition, whenever the sorcerer makes a Charisma check when interacting with dragons, its proficiency bonus is doubled.
Elemental Affinity. When the sorcerer cats a spell that deals fire damage, it can add its Charisma modifier to one damage roll of that spell. At the same time, it can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Spellcasting. The sorcerer is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following sorcerer spells:
- Cantrips (at will): firebolt, light, mage hand, message, minor illusion, prestidigitation
- 1st level (4 slots): burning hands, magic missile, shield
- 2nd level (3 slots): darkness, invisibility, scorching ray
- 3rd level (3 slots): counterspell, fireball
- 4th level (3 slots): dimension door, wall of fire
- 5th level (2 slots): cone of cold
Metamagic. The sorcerer has 10 sorcery points. it regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
Careful Spell. When the sorcerer casts a spell that forces other creatures to make a saving throw, the sorcerer can spend 1 sorcery point and choose up to three creatures. A chosen creature automatically succeeds on its saving throw against the spell.
Empowered Spell. When the sorcerer rolls damage for a spell, it can spend 1 sorcery point to reroll a number of the damage dice up to its Charisma modifier (minimum of one). It must use the new rolls.
The sorcerer can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
Quickened Spell. When the sorcerer casts a spell that has a casting time of 1 action, the sorcerer can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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