Wizard
Base Class: Wizard

Stuff

Restriction: Dragonborn and Humans Only

Only Dragonborn and Humans can choose the dragon slayer arcane tradition.

Your DM can lift this restriction to better suit the campaign.

Training of the Ancient Slayers

When you adopt this tradition at 2nd level, you gain proficiency in martial weapons and the History skill if you don’t already have it.

 

Draconic Specialization

Starting at 2nd level, you can invoke an ancient dragon slaying magic, provided that you aren't wearing armor or using a shield. It grants you with the supernatural defenses and capabilities of a dragon.

You gain the following benefits:

  • You gain a natural armor of 11 + your Dexterity modifier (minimum of +1) + your Intelligence modifier (minimum of +1) AC
  • You gain claws as natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Intelligence modifier.
  • When you make a melee attack with a magic melee weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

 

Draconic Specialization

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)

Humans:

  • Choose one type of dragon from the Draconic Specialization table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. You appear slightly more dragon-like, perhaps your skin tints towards the color corresponding to your Draconic Specialization or you gain a slightly scaly appearance or both (player's or DM's discretion; actual physical changes can be less than this or nonexistent).
  • You can use your action to exhale destructive energy. Your Draconic Specialization 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 Specialization. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 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.
  • Once when you reach 6th level, 12th level, and 18th level, for 12 hours you can choose to change one of your Draconic Specializations to another from the table above. If you do not select a new Draconic Specialization by the end of the 12 hours, you are locked into your current Specialization. If you choose to change your Draconic Specialization, you are locked into the new selection even if the full 12 hours have not yet passed.
  • Once when you reach 14th level, you can choose an additional Draconic Specialization. If you choose the same Draconic Specialization twice, you gain [Tooltip Not Found] from the corresponding damage type (this immunity will not be reflected in your character sheet) and begin to appear more like a dragonborn than a human (player's or DM's discretion; actual physical changes can be less than this or nonexistent).
  • At 20th level, select two more Draconic Specializations (up to the player to keep track). You can still only have up to two active Draconic Specializations at any one time, but at the end of a short or long rest, you can change one of your current Draconic Specializations to one of the other four you chose. At the end of a long rest, you can swap one of your four Draconic Specializations for a new one from the table above.

Dragonborn:

  • Select your Draconic Ancestry for your Draconic Specialization. You gain an additional use of your breath weapon, as well as [Tooltip Not Found] to the damage type corresponding to your Draconic Ancestry (this immunity will not be reflected in your character sheet). For the purposes of this subclass, your Draconic Ancestry is considered a permanent second Draconic Specialization.
  • Once when you reach 14th level, you can choose an additional Draconic Specialization. Picking the same Draconic Specialization three times grants an additional use of your breath weapon and an increase of your claw and breath weapon damage die by 1d6. In addition, you are now one size larger (actual height in feet up to player at DM's discretion) and appear significantly more dragon-like (be creative; perhaps you grew a tail or small cosmetic wings).
  • At 20th level, at the end of a long rest, you can swap one of your Draconic Specializations for a new one from the table above. In addition, you gain an additional use of your Slayer's Transfiguration for the type corresponding to your Draconic Ancestry (this additional use will not be reflected in your character sheet).

 

You also gain the following optional features (at DM's and player's discretion):

 Optional Subclass Feature #1: 

  • The damage type of all of your damaging spells is now corresponding to the damage type associated with your Draconic Specialization. Your choice at the time of casting the spell if you have multiple Draconic Specializations of multiple damage types.

Optional Subclass Feature #2:

  • Forgo the claws feature granted above. All of your spells now have a range of touch. When you use a damaging spell, make an unarmed strike (you can use your spellcasting ability modifier and proficiency for the attack roll). On a hit, calculate the spell's damage as normal, adding the damage of an unarmed strike plus your Intelligence modifier (minimum 0). When casting area of effect spells, an unarmed strike is not required, but you must be within the range of a sphere or other like effect (for example, your range for fireball is 20 feet from you to the center of the spell), line effects originate from you, and cone effects function as normal. Area of effect spells resolves as normal regardless of whether or not you hit the unarmed strike, should you choose to make one, and you are unaffected by the spell if its damage type corresponds to your Draconic Specialization.
  • Your hit die is now a d8.
Black Dragon

Black Dragon Specialization

Blue Dragon

Blue Dragon Specialization

Brass Dragon

Brass Dragon Specialization

Bronze Dragon

Bronze Dragon Specialization

Copper Dragon

Copper Dragon Specialization

Gold Dragon

Gold Dragon Specialization

Green Dragon

Green Dragon Specialization

Red Dragon

Red Dragon Specialization

Silver Dragon

Silver Dragon Specialization

White Dragon

White Dragon Specialization

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you can take the Attack in addition to making a spell attack on your turn.

Slayer's Retort

When you are hit by an attack of a damage type corresponding to your Draconic Specialization, capture the incoming energy and store it for your next melee attack. The first time you hit with a melee attack or your breath weapon on your next turn, the target takes an extra 3d6 damage of the captured type. The damage increases to 4d6 at 14th level, 5d6 at 18th level, and 6d6 at 20th level.

In addition, if the damage of the attack before resistances or immunities are applied is greater than 30, you regain one use of your breath weapon.

Slayer's Transfiguration

Starting at 14th level, as an action, you gain the ability to transform into a young dragon of the type of one of your Draconic Specializations for 1 minute once per long rest. You cannot end this transformation early unless you are reduced to 0 hit points. At 17th level, you can transform into an adult dragon instead. At 20th level, this transformation lasts until you're reduced to 0 hit points or until you choose to end the transformation as a bonus action.

While transformed, your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon's bonus instead of yours. If the dragon has any legendary or lair actions, you can’t use them.

At 20th level, you also retain your resistances and immunities gained from your Draconic Specializations, in addition to gaining those of the dragon.

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