Base Class: Wizard
Your study of magic is focused on how dragons channel their magic into the world around them. Through mighty breath weapons or enchanting presences, dragons are focal points of the raw Weave incarnate. A Dracology Wizard is sought out when one needs to evoke that same magical energy to the benefit of others, whether it entails spreading magic over wide swaths of the battlefield, or transforming into other forms to aid in the needs of adventurers. Such parties value the great might and presence of those who have studied long to themselves become as mighty as the very beings whose troves they seek to plunder.
Level 3: Level 3: Draconic Kinship
You know how to read, speak, and write Draconic.
When you cast find familiar, you may choose a Pseudodragon as one of the options for a familiar.
Level 3: Wyrmkin Savant
Choose two Wizard spells from the Enchantment, Evocation or Transmutation schools, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Enchantment, Evocation or Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Level 3: Breath Casting
When you cast a Wizard spell from the Evocation school that both can deal damage and has a duration of instantaneous, you can modify the spell's range to instead be a 15-ft cone or a 30-ft long, 5 -ft wide line affecting all creatures in the area originating from you or your familiar so long as it is within 60-ft of you. If the spell normally requires an attack roll, it instead requires creatures in the affected area to succeed on a Dexterity saving throw against your spell save DC, taking half damage an no other effects from the spell on a successful save.
You modify a spell's casting this way a number of times equal to your proficiency bonus, regaining all uses after you finish a long rest.
Level 6: Level 6: Charming Aura
When you cast an Enchantment spell that imposes the charmed, frightened, or incapacitated condition on a failed saving throw, you can modify the casting of that spell to change its range to a 5-ft emanation that can originate from your or your familiar so long as it is within 60 feet of you. The spell's effect is active within the emanation for the duration listed so long as you maintain concentration, if required, and a creature entering the emanation must succeed on the spell's listed saving throw or be under its effect.
A creature that succeeds on the spell's saving throw is immune to it for 24 hours.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Level 10: Level 10: Mastery of Form
When you cast a Wizard spell from the Transmutation school that targets only yourself or your familiar, you may have your familiar concentrate on the spell instead of you so long as it remains within 60 feet of you. If your familiar is concentrating on a spell this way and dies or moves farther than 60 feet from you, the spell ends.
Level 14: Level 14: Invoke Dracomorph
As an action, you can invoke the spirit of a mighty dragon and transform either yourself or your familiar into a draconic spirit, using the stat block from the Summon Dragon spell, but as if cast at 7th-level. While you are transformed this way, any equipment or items you were holding are absorbed into the form. The form fades after 10 minutes, or until it falls to 0 hit points, at which point either yourself or your familiar, depending on which was transformed, returns to the space the draconic spirit occupied with an amount of hit points equal to the amount prior to the transformation.
You can use this feature once, regaining a use of it after a long rest. You may also expend a spell slot of level 7+ to use it again (no action required).
Previous Versions
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