Magus
Base Class: Magus

Magi of the Dragon Conclave draw upon the ancient magic of dragonkind, channeling its elemental power through their weapon and spell.  Rather than binding themselves to a single draconic lineage, these Magi study the fundamental magic shared among dragons, wielding fire, cold, lightning, acid, and poison with equal skill. 

As their mastery grows, members of the Dragon Conclave take on increasingly draconic qualities. They breathe elemental destruction, take to the skies on magical wings, and eventually wield the terrifying presence and overwhelming magical power of the ancient wyrms. 

Level 3: Dragonstone Mark

Your Mystic Mark channels the elemental power and resilience of dragonkind. You gain the following Dragonstone options. When you use your Mystic Mark feature, a scaly pattern appears on you and you gain the following effects based on the benefit or benefits chosen.

Aegis. When you or a willing creature you can see within 30 feet of you takes Acid, Cold, Fire, Lightning, or Poison damage from an attack, you can use your Reaction to reduce that damage by 1d8 + your Intelligence modifier. 

Enspell. Once per turn when you hit a creature with a weapon or an Unarmed Strike, you can channel draconic energy through the attack. The target takes an additional 1d6 Acid, Cold, Fire, Lightning, or Poison damage (your choice). 

Level 3: Dragon Conclave Magic

You can use an Arcane Focus as a Spellcasting Focus for your Magus spells.

In addition, your training in the Dragon Conclave ensures you always have certain spells ready; when you reach a Magus level specified in the Arcane Order Spells table, you thereafter always have the listed spells prepared.

Arcane Order Spells
Magus Level Spells
3 Elementalism, Sorcerous Burst, Ray of Sickness, Thunderwave, Ice Knife, Burning Hands
5 Scorching Ray, Acid Arrow
9 Call Lightning, Fireball
13 Vitriolic Sphere, Ice Storm 
17 Cone of Cold, Cloudkill

Level 3: Draconic Soul

Your connection to draconic magic has begun to change you, granting you a fragment of a dragon's ancient nature. 

Draconic Tongue. You can read and speak Draconic. 

Dragon's Breath. In place of a cantrip with a casting time of an Action, you can release draconic energy in a 15-foot Cone. Choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d8 + your Intelligence modifier damage of the chosen type, or half as much damage on a successful save. 

The damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. 

Level 7: Wings of the Ancient

The magic of your Mystic Mark manifests as a pair of spectral draconic wings, allowing you to soar across the battlefield.

Flight. While your Mystic Mark is active, you have a Fly Speed equal to your Speed.

Level 14: Dragon Fear

You have learned to project the supernatural terror inspired by the presence of a mighty dragon. 

You always have the Fear spell prepared. Once per Long Rest, you can cast Fear without expending a spell slot. When you cast the spell in this way, it doesn't require Concentration. 

Level 20: Commanding Wyrm

Your mastery of draconic magic rivals the elemental might and terrifying presence of the greatest dragons. You gain the following benefits. 

Dragon Stone Spell Surge. You can expend a use of your Spell Surge to cast any of your Dragon Magic spells as a 6th-level spell. 

Terror. When you finish a Short Rest, you can regain the use of your Dragon Fear. Once you regain the use of Dragon Fear in this way, you can't do so again until you finish a Long Rest. 

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