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Drake Bloodline

Although you have a lesser dragon’s blood, your power does not pale beside true dragon-blooded sorcerers. Your versatility lets you react to any situation with ease.

Class Skill: Bluff.

Bonus Spells: deceitful presence (3rd), darkvision (5th), fly (7th), rainbow pattern (9th), telepathic bond (11th), true seeing (13th), prismatic spray (15th), quell the tide (17th), shapechange (19th).

Bonus Feats: Acrobatics, Dodge, Fleet, Improved Initiative, Lightning Reflexes, Silent Spell, Skill Focus (Bluff), Toughness.

Bloodline Arcana: Any spells you cast during a surprise round have their DC increased by +1.

Bloodline Powers: Your opponents underestimate you to their regret. Your allies recognize you as the champion of the underdog and rally around you even if the cause seems hopeless.

Full of Surprises (Sp)

At 1st level, as a standard action, you gain an insight bonus until the end of your turn on attack rolls, skill checks, ability checks, and saving throws equal to half your sorcerer level (minimum +1).

Alternatively, you may gain a bonus to one physical stat by an amount equal to half your sorcerer level until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Drake Resistances (Ex)

At 3rd level, you gain +2 to saving throws made against sleep and paralysis effects and resist 5 against an energy type you choose at this level. At 9th level, you can either improve your existing energy resistance to 10 or gain resist 5 against a second energy type, and your sleep and paralysis save bonuses increase to +4.

At 13th level, you can improve an existing energy resistance to 10 (if applicable) or gain resist 5 against a new energy type.

Flight (Su)

At 9th level, twice per day as a standard action, you can grow wings from your back. This ability lasts for a number of minutes equal to your sorcerer level and gives you a fly speed of 60 ft. with average maneuverability. At 17th level, you can use this ability five times per day. At 20th level, your maneuverability improves to good.

Breath Weapon (Su)

At 15th level, you gain a breath weapon usable three times per day. With each use, choose an energy type. The breath weapon deals 1d6 hp damage of this energy type per sorcerer level.

Targets receive a Reflex save (DC 10 + half your sorcerer level + your Charisma modifier) for half damage. The breath shape can either be a 30-ft. line or a 15-ft. cone, chosen at the time of use. Once chosen, the breath weapon’s shape cannot be changed.

Drake Versatility (Su)

At 20th level, your full drake heritage blossoms. You gain immunity to paralysis and sleep, and blindsense 60 ft. You also gain the ability to change shape into a drake per drake form IV.

You can use this change shape ability up to 10 min. per sorcerer level each day. These minutes need not be contiguous, but must be used in 1-min. durations.

Section 15: Copyright Notice

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.