Base Class: Wizard
You have studied the ways of sorcery which you use to channel the dangerous magic of dragons.
Draconic Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion, ecocation, or enchantment spell and spells that deal acid, fire, cold, lightning, or poison damage into your spellbook is halved. Also, you can speak, read, and understand Draconic.
Sorcerer's Advantage
Beginning at 2nd level, you can apply your sorcerous knowledge to bend the power and skill of your spells to your advantage. When you cast a spell, you can add half your Charisma modifier to either the bonus to hit (if it is an attacking spell) or to the spell save DC (if not an attacking spell). You can do this a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Draconic Spellcasting
Starting at 6th level, you add acid splash, burning hands, shocking grasp, frostbite, and poison spray to your list of spells and to your spellbook. When casting one of these spells, you have advantage on the attack roll if the target is a non-Dragon. Additionally if the target is a non-Dragon, they have disadvantage on saving throws against these spells.
Elemental Resilience
Beginning at 10th level, the elemental draconic energy flowing through you grows in strength, increasing your hit point maximum by 1 and increases by 1 again every time you gain a level in this class. Additionally, whenever you take acid, fire, cold, lightning, poison, necrotic, radiant, force, or thunder damage, you reduce that damage by an amount equal to your Intelligence modifier (this cannot reduce the damage below 1).
Empowered Attunement
Starting at 10th level, you can attune to two magic items at once. However, both of the magic items have to have been from the hoard of or created by a Dragon.
Dragon's Might
Starting at 14th level, the full, hidden might of your draconic power is rapidly revealing itself. Your Strength, Constitution, and Wisdom scores increase by 1, to a maximum of 25, and you gain resistance to one of the following damage types: fire, acid, cold, lightning, poison, force, radiant, necrotic, thunder.
As an action, you can unleash a burst of draconic power in a massive aura to a distance of 40 feet. For 1 minute or until you lose concentration (as if you were concentrating on a spell), each hostile creature that starts its turn in your aura must succeed on a saving throw against your spell save DC or be frightened of you until the aura ends. While frightened in this way, a creature takes an additional 1d6 damage when hit by or fails a saving throw against a spell that deals fire, acid, cold, lightning, poison, force, necrotic, radiant, psychic, or thunder damage. A creature that succeeds on this saving throw is immune to your aura for the next 24 hours.
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