Wizard
Base Class: Wizard

Long ago, an order of wizards dedicated to unraveling the secrets of dragon magic was formed. This school, later known as the School of Wyrmtongue, attempted to recreate all the spells known by the dragons. Truly was their magic different and difficult to grasp for those uninitiated. Those of the Wyrmtongue understand the power of words as well as muscle and know that the pen and sword when used together is the strongest combination.

Greater Tomb of the Wyrm

You gain the following benefits.
- You always have your spells gained from Tome of the Wyrm prepared.
- Whenever you finish a long rest, select one damage type from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You add your intelligence modifier to spells that deal the type of damage and can cause them to deal maximum damage instead of rolling once per short rest.

Lore of the Wyrmtongue

 

2nd-level Lore of Wyrmtongue Feature

Upon dedicating yourself to Wyrmtongue, you gain the following benefits

  • You can speak, read, and write Draconic.
  • You gain proficiency in Intimidation.
  • You have Advantage on Arcana checks related to Dragons.

Wyrmtongue Arcana

3rd-level School of Wyrmtongue feature

Choose on of the following options

  • Metallic Arcana
    You learn the Green Flame Blade Cantrip, this does not count against the number of Wizard Cantrips you know. When you cast this Cantrip, you may choose to have its damage be Acid, Cold, lightning, or Poison instead.
  • Chromatic Arcana
    You learn the Cantrip Frostbite, this doesn't count against the number of Wizard Cantrips you know. When you cast this Cantrip, you may choose to have its damage be Acid, Fire, Lightning, or Poison instead.
  • You learn the Cantrip Friends.
    This doesn't count against the number of Wizard Cantrips you know. When you cast this Cantrip, the target does not become hostile once the duration ends.

You may choose an additional option at 10th level and 14th level.

Chromatic Arcana

You learn the Frostbite Cantrip, this doesn't count against the number of Wizard Cantrips you know. When you cast this Cantrip, you may choose to have its damage be Acid, Fire, Lightning or Poison instead.

Gem Arcana

You learn the Friends Cantrip, this does not count against the number of Wizard Cantrips you know. When you cast this Cantrip, you do not require components and the target does not know they were charmed by you once the duration ends.

Metallic Arcana

You learn the Green Flame Blade Cantrip, this doesn't count against the number of Wizard Cantrips you know. When you cast this cantrip, you may choose to have its damage be Acid, Cold, Lightning, or Poison instead.

Tome of the Wyrm

6th Level Lore of Wyrmtongue Feature

You inscribe one of the following Draconic Runes of power into your spell book. The spells you gain are wizard spells for you, but do not count against the number of Wizard spells you know.

  • Metallic Rune
    You learn two leveled spells from the Cleric or Paladin spell list.
  • Chromatic Rune 
    You learn two leveled spells from the Warlock or Ranger spell list.
  • Gem Rune
    You learn two leveled spells from the Druid or Bard spell list.

Once you choose your Draconic Rune, you may not change it. The spells you learn from this feature must be of a level for which you can cast spells.

Chromatic Rune

You learn two spells from the Ranger and/or Warlock spell lis

Gem Rune

You learn two spells from the druid and/or bard spell list

Metallic Rune

You learn two spells from the Cleric and/or Paladin Spell List

Wyrm’s Breath

6th level School of Wyrmtongue

You learn the Dragon's Breath Spell; this does not count against the number of Wizard spells prepared.

  • You may choose from Force, Necrotic, Psychic, Radiant, and Thunder damage in addition to the normal damage types when you cast Dragon's Breath.

Aura of the Wyrm

 

6th Level school of Wyrmtongue feature

Whenever you deal damage on your turn, you may force one creature you damaged to make a wisdom saving throw or be frightened of you until the start of your next turn. 

You have advantage on checks from being frightened.