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Draconic Bloodline





At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Table: Draconic Bloodline Breath Weapons
Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Expanded Bloodlines

Chromatic and metallic dragons remain the most common dragons to impart their legacy onto other species. The bloodrager and sorcerer classes each include a draconic bloodline that assumes the character’s lineage is somehow connected with the power of a chromatic or metallic dragon.

Presented below are expanded options for the existing draconic bloodlines. Each of the draconic bloodlines below alters the bloodrager’s or sorcerer’s bloodline arcana.

Energy Types: Several of these new draconic bloodline options include nonstandard damage types. For the sake of game balance, many of the damage types available to the bloodlines below somewhat differ from those produced by the parent dragon. Specifically, force energy, negative energy, and sonic energy have been altered to different types of energy.

In cases where a dragon’s energy type is listed as physical damage (such as bludgeoning or piercing), use that damage type when determining your breath weapon damage. For the purpose of the dragon resistance bloodline power, you gain DR equal to half the energy resistance you would normally gain against all attacks of that specific damage type. A character with the power of wyrms bloodline power gains immunity to her bloodline’s damage type. For all other purposes, such as archetypes, bloodline powers, and feats, treat that dragon’s energy type as fire.

Esoteric Dragons

Though many of the enigmatic esoteric dragons remain aloof or intentionally distant from mortal affairs, occult dragons are the most likely to imprint their bloodline onto humanoids. Often such draconic blood is the result of ongoing experimentation. Scions of other esoteric dragons are far more unusual; such bloodlines usually result from explorers traveling the realms where these distant dragons dwell and being exposed to some spectacular and ill-understood power.

Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.

Dragon Type Energy Type Breath Shape
Astral Bludgeoning 60-foot line
Dream Electricity 30-foot cone
Etheric Bludgeoning 60-foot line
Nightmare Acid 30-foot cone
Occult Cold or fire* 30-foot cone

* Choose one when the bloodline is first selected.

Imperial Dragons

Variant Bloodline Arcana: Whenever you cast a spell that affects a creature with the shaken, frightened, or panicked condition, increase the spell’s save DC by 1.

Dragon Type Energy Type Breath Shape
Forest Piercing 30-foot cone
Sea Fire 30-foot cone
Sky Electricity 30-foot cone
Sovereign Bludgeoning 30-foot cone
Underworld Fire 60-foot line

Outer Dragons

Variant Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, if a creature is damaged by the spell, that creature cannot take a 5-foot step for 1 round. This effect occurs only when you’re using spells that require an attack roll (such as chill touch or scorching ray) or spells that allow a save (such as fireball or lightning bolt). A successful save against the damage or effects of the spell also negates this additional effect.

Dragon Type Energy Type Breath Shape
Lunar Cold 60-foot line
Solar Fire 60-foot line
Time Electricity 30-foot cone
Void Cold 30-foot cone
Vortex Fire 30-foot cone

Primal Dragons

Variant Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, you can reroll a number of damage dice equal to half the spell’s level.

Dragon Type Energy Type Breath Shape
Brine Acid 60-foot line
Cloud Electricity 30-foot cone
Crystal Piercing 30-foot cone
Magma Fire 30-foot cone
Umbral Cold 30-foot cone
Section 15: Copyright Notice

Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.