Wizard
Base Class: Wizard

Is he a Wizard...or a shaman? Perhaps a Ranger...or druid...?

Dracology is a school of magic centered on the study of dragons, and draconic creatures... to learn from them...to learn their magic... to understand them, and, quite possibly, become one of them. Whether then only able to learn spells from Scrolls, you can now learn spells by studying draconic creatures, and learning their magic, and may even gain boons from these creatures, by befriending them, and being accepted as one of them.

Book Wyrm

Starting at 2nd level, you have ADVANTAGE in INT checks to identify dragons and recall lore about them, as well as survival checks to track creatures and identify them by the signs and tracks they leave.
Additionally, your research into the vast world of Dracology means that your wizard's spellbook doubles as a research journal. To keep track of all your ongoing notes and findings, you have created shorthand note system which allows you to capture and record all the search findings you have for the specific types of dragon you encounter within your wizard spellbook. As you learn spells by studying these dragons, you also learn more about the dragons.

In addition, Dragon scales, teeth, and claws can be crushed to powder, and mixed in with ordinary ink, to make it of a value to use for your wizards spell book. Dragon Blood, and other such fluids can also be used as Ink, making the only purchasable item you require for your spellbook purely the paper.

Eyrie Eyes and Ears

If you do not know "Find Familiar", you do now, and can use it to summon a small draconic familiar. You also gain the ability to, at will, perceive the world through your familiar's senses, and see, smell, and hear it as they do, allowing you to make perception rolls using these senses at advantage while this is active. Additionally, as a bonus action, you can "Borrow" an ability from your Draconic familiar. Be this gaining a Swim, Flight, Climbing or Burrow speed, or your familiar's breathe weapon or blind sense. However, you can only activate one at a time.

Acceptance

Starting at 6th level, you spend many hours studying a draconic creature. You then can make an intelligence roll (DC to be determined by the DM), to see if you are successful in learning anything from the Dragon. On a success, you learn spells relating to the abilities of that dragon.

If you successfully BEFRIEND the dragon, and the dragon willingly offers you "Gifts", you are able to have these "Gifts" crushed into powder, and added to ink...but this time, not for your spellbook, but for your skin. These tattoos allow you a certain number of charges per day to cast magic relating to that dragon, or to borrow an ability from it. The location of the tattoo, and the shape it takes, must reflect the creature and/or relate to the ability it grants (Example: If one wishes to Fly, or borrow that dragon's wings, the corresponding Tattoo would need to be on your back. For Dark vision/Blind sight, a tattoo near or around an eye, or both eyes, would be needed, and so on.) These will require Actions/Bonus Actions/Magic Words or Gestures in order to Activate unless marked as "Permanent".

Tattoos will cost money depending on what you want, and can be added to, to add charges, distance, or enhance abilities;

SENSE:

  • DARKVISION: 100gold per 10ft. 
  • BLINDSIGHT: 250gold per 10ft. 
  • TRUESIGHT: 500gold per 5ft. 

MOVEMENT:

  • WALKING: 100gold per 10ft. Permanant Change
  • SWIMMING: 250gold per 10ft (Lowest amount it can add upon first use is half your normal movement+10ft, then it's +10ft every time after)) 
  • CLIMBING: 250gold per 10ft (Lowest amount it can add upon first use is half your normal movement+10ft, then it's +10ft every time after)) Permanent Change.
  • BURROWING: 250gold per 10ft (Lowest amount it can add upon first use is half your normal movement+10ft, then it's +10ft every time after)) 
  • FLYING: 500gold per 10ft (Lowest amount it can add upon first use is half your normal movement, then it's +10ft every time after) 

ABILITY:

  • BREATHE WEAPON: Works like a 1st level Dragonborn's. 300gold.
  • ENHANCE BREATH WEAPON: 300gold per advancement. (Increase to Area, or Damage)
  • CLAWS AND TEETH (Functions like an Primal Savagery Cantrip, use spell attack bonus to hit  with this melee attack. Instead of Acid, it deals damage according to the type of dragon who gave you the gift) 250gold. 500gold to Enhance, per enhancement. (Increase duration of time it's active, damage, etc).
  • MULTIATTACK: (Requires Claws and Teeth)...instead of using a spell, you can use two claw attacks, and one bite attack. 500gold
  • ABILITY SCORE ENHANCEMENT (This is not effected by Level Cap) +1 to an ability of choice... but doubles in price on an ability previously enhanced in this way, each time you enhance it, starting at 500gold. PERMANANT
  • AC ENHANCEMENT: 200gold, +2 to AC. Can only be used once...makes you grow scales. PERMANANT
  • GECKO CLIMB (Functions like Spider Climb). 200gold. 

RESISTANCES:

  • 300gold per resistance to Elemental damage PERMANANT
  • 900gold for IMMUNITY to an elemental damage PERMANANT
  • 2,700gold for ABSORPTION of an elemental damage PERMANANT

SPELLS:

  • 200gold for a cantrip
  • 200gold+(200goldxSpell Level)
  • (100goldxspell) level per additional charge.

Draconic Biology

Your knowledge into the inner physiological workings of monsters clues you in on the physical health and strength of the subjects you study. Starting at 10th level, you can, as a free action, take a turn to study a dragon you can see. Make an Intelligence roll against the Dragon's CR, INT, Or CHA (whichever is highest), and if you succeed, you are able to use your vast draconic knowledge to assertain the following information; You know the monsters top speed, whether it has magical abilities or not, it’s hit points rounded to the nearest five points, and any weaknesses, vulnerabilities, resistances, or immunities it might have, as well as can determine whether the dragons stats are lower or higher when compared to your own.

Using this information, you can TARGET a specific location (an area on the dragon where you know to be a sensitive bundle of nerves, it's eye, a joint, etc) when making a spell attack roll...on a hit, the spell is to be considered a "Half crit", (x1.5 damage instead of x2).

Master of Dragons

Starting at 14th Level, all your rolls towards dragons are at +10.
Additionally, any tattoos on your skin at this point are all to be considered PERMANENT...no longer requiring any form of activation in order to use.

Previous Versions

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5/3/2020 1:01:50 AM
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