Base Class: Wizard
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Knowledge of the Wyrm
You spend a great deal of time exploring the depths of a dragon's magical knowledge, giving you a distinct advantage over spellcasters who do not have the benefit of draconic tutelage. By spending at least 1 hour doing nothing but performing research, you can add your Proficiency Bonus (PB) to any Arcana checks made for the next 8 hours. You need not consult with a dragon to gain this insight, though if you do, the bonus improves by 2.
Draconic Research
One of the greatest advantages that you gain from consulting draconic lore is the ability to unlock magical secrets forbidden to other wizards. When you choose this tradition at 2nd level, you learn one spell from any class' spell list, of a level for which you have spell slots. You can add this spell to your spellbook, it counts as a wizard spell. While a spell is in your spellbook it counts as a wizard spell for you.
- The gold and time you must spend to copy a spell from a class other than the wizard spell list into your spellbook can be doubled to copy and adapt it into a wizard spell; all other aspects of the spell remain unchanged. An additional spell can be learned at 4th, 8th, 12th, 16th, and 20th level.
- If you can’t already, you learn to speak, read, and write Draconic.
- Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Dragon Pulse
You learn how to amplify your magic through the application of various draconic energy. Your knowledge of these pulses is stored in your spellbook, though you determine the cosmetic appearance. For example, your pulse could be engraved into the cover of your spellbook, glowing whenever you cast a spell.
When you cast a spell using a spell slot, you can invoke one of the following pulse:
- Life Pulse. When you invoke this pulse, choose one creature you can see within 30 feet of you (you can choose yourself). The chosen creature gains temporary hit points equal to 5 times the level of the spell slot expended.
- War Pulse. When you invoke this pulse, choose one creature you can see within 30 feet of you. Until the end of your next turn, attack rolls that target the chosen creature gain a bonus equal to half the level of the spell slot expended (rounded up, minimum of +1).
- Wind Pulse. When you invoke this pulse, your speed increases by a number of feet equal to 5 times the level of the spell slot expended, and your movement doesn’t provoke opportunity attacks. These benefits last until the start of your next turn.
You can invoke no more than one dragon pulse per spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Inner Dragon
You can store magical energy within yourself to later unleash it upon your foes, much like a dragon. In its stored form, this energy is called a draconic power.
You can store a maximum number of draconic powers equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of draconic powers replenishes to max. Whenever you successfully end a spell with dispel magic or counterspell, you gain one draconic power, as you steal magic from the spell you foiled. If you end a short rest with no draconic powers, you gain one draconic power.
Once per turn you can use a bonus action to expend one or more draconic powers to manifest it in one of the following ways:
- You cast the Dragon's Breath spell at it's lowest level or use 1 or more draconic powers to cast it at a level equal to it's lowest level plus the number of draconic powers expended. Damage can’t break your concentration on this spell.
- Choose acid, cold, fire, lightning, or poison. You gain resistance to that damage type for 1 hour.
- For 1 hour, when you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
Dragon's Wisdom
At 14th level, your knowledge of your dragon mentor's teachings allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can't use this feature again until you finish a long rest.
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