Base Class: Wizard
The secrets of this order have been handed down through the centuries and collected by the various bards, wizards, and sorcerers that studied it, living as mendicants, owning nothing but the tomes they could carry and relying on the support and hospitality of the citizenry as they traveled from city to city.
They traveled in pairs, one master and one student. As the student's knowledge grew to equal the master's, they would seek out new students in the cities they visited, thus passing on the secrets of the order. A few scattered masters of the Ninefold Path remain in the wake of Arkhosia's fall, but students willing to accept their tutelage are few and far between.
Student of the Ninefold Master
At 2nd level, you have begun learning the secrets of the dragon's magic. When you cast a spell that deals the same type of damage as your Breath Weapon racial feature, you gain a +1 bonus to your Spell Save DC or your Spell Attack modifier.
Breath Expertise
At 2nd level, your understanding of arcane magic allows you to have a firmer grasp on more innate magical effects. When you use your Breath Weapon racial feature while holding an arcane focus that you can use when casting your spells, you can add your spellcasting ability modifier to the damage roll.
Dragon Aura
The innate energy of your draconic breath forms a shield around you, pushing your enemies away. At 6th level, as an action, you can expend a spell slot of 2nd level or higher to exhale a breath of arcane energy. All creatures within 5 feet of you must make a Strength saving throw against your spell save DC. A creature takes 3d6 damage of the same type as your Breath Weapon racial feature and is pushed back 5 feet on a failed save. On a successful save, a creature takes half as much damage and is not pushed back.
Draconic Resistance
At 6th level, your understanding of dragons and dragon-type creatures makes you better able to resist them in battle. When a dragonborn, half-dragon, or dragon-type creature forces you to make a saving throw against a Breath Weapon, you have advantage on the saving throw.
Countering Breath
As your foe unleashes a blast of elemental power, you release your own, subtly altering your draconic breath to negate your enemy's attack. Starting at 10th level, when a hostile creature casts a spell on an area that you are in, and this spell deals the same type of damage as your Breath Weapon, you can use your reaction and spend a spell slot of 3rd level or higher to exclude your space and a 15-foot cone directly in front of you from the effect of that spell.
Dragon Tempest
Your exhalation of elemental energy transforms into a swirling vortex of power. Upon reaching 14th level, you can spend a spell slot of 4th level or higher to unleash a tempest of draconic energy. Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes 3d8 damage of the same type as your Breath Weapon on a failed save, or half as much on a successful one. In addition, the cone becomes a zone of swirling energy that lasts until the end of your next turn. A creature that enters the zone for the first time on a turn or starts its turn there takes 10 damage of the same type as the initial attack's damage. You can use an action on your turn to extend the duration of the zone until the end of your next turn. When you do so, you can move the zone up to 15 feet.
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