Base Class: Wizard
A wizard that has discovered they have an untapped bloodline of dragons that allows them to cast certain spells without preparing them. This wizard becomes hardy and is able to stand on the front lines with his fellows. Able to weave through combat with melee attacks and spells to buff allies, this discipline is not for the faint of heart.
Dragon Ancestor
At 2nd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry
| Dragon | Damage Type |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Green |
Poison |
|
Red |
Fire |
|
Silver |
Cold |
|
White |
Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Intelligence check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Hardiness
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 2nd level, your hit point maximum increases by 4 and increases by 2 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier.
Draconic Breathing
At 6th level, based on the draconic bloodline that the wizard has selected, he/she gains a breath weapon.
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold |
15 ft. cone (Con. save) |
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Draconic Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Dragon Form
Similar to the spell Polymorph, this spell-like ability allow you to transform into a Dragon whos Challenge Rating is Equal to or less than your Wizard level. This ability can only be used once per day. This increases to 2 uses per day at 15th level and then to 3 times per day at 20th level. You can only transform into a dragon that is of the same type as your bloodline.
The transformation lasts for the duration, or until the you drops to 0 hit points or die. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
You assumes the hit points of its new form. When it reverts to its normal form, you return to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce you to 0 hit points, you are not knocked unconscious.
Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of its equipment.
This ability last for 1 hour or until you dismiss it as an action.
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Posted Mar 26, 2023Player sent me this; I like it. I feel it's well balanced and nothing feels like it's trying to just be an Int Sorcerer, or a stronger bladesong. Keep up the great homebrew hope to see more of it!