Wizard
Base Class: Wizard

Your magic was taught to you by a dragon, and from that, you get a dragon companion that can aid you on your adventures.

Draconic Gift

2nd -level school of the dragon feature

The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

  • If you can’t already, you learn to speak, read, and write Draconic.
  • You learn the thaumaturgy cantrip, which is a Wizard spell for you.

Draconic Research

2nd -level school of the dragon feature

One of the greatest advantages that you gain from consulting draconic lore is the ability to unlock magical secrets forbidden to other wizards. When you choose this tradition at 2nd level, you learn one spell from any class' spell list, of a level for which you have spell slots. You can add this spell to your spellbook, it counts as a wizard spell, while a spell is in your spellbook it counts as a wizard spell for you. Every time you gain an ability score improvement, you can change this spell.

  • The gold and time you must spend to copy a spell from a class other than the wizard spell list into your spellbook can be doubled to copy and adapt it into a wizard spell; all other aspects of the spell remain unchanged.
  • Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Drake Companion

6th -level school of the dragon feature

You can magically summon/ strengthen the drake bound to you. As an action, you can summon/ strengthen the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

Additionally, If the drake is within 25 feet of you, you can use the Drake's reaction to have a spell you cast originate from the Drake instead.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

DRAKE COMPANION

Armor Class 14 + PB (natural armor)

Hit Points 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)

Speed 40 ft.

STR
16(+3)
DEX
12(+1)
CON
15(+2)
INT
8(−1)
WIS
14(+2)
CHA
8(−1)

Saving Throws Dex +1 plus PB, Wis +2 plus PB

Damage Immunities determined by the drake’s Draconic Essence trait

Senses darkvision 60 ft., passive Perception 12

Languages Draconic

Challenge—

Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity, the damage of its bite, and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 piercing damage plus PB damage of a type determined by the drake’s Draconic Essence.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.

Spell Switch. If the drake is within 25 feet of its summoner, it can use its reaction to have the spell originate from the drake instead.

Bond of Fang and Scale

10th-level School of the Dragon feature

The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:

  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
  • When you cast the spell Dragon's Breath on your drake, the first 2 times it unleashes its breath attack it does an extra 2d6 damage.

Draconic Form

14th-level school of the dragon feature

You can use this feature as a bonus action to manipulate the weave do to your unique perspective of magic from your draconic mentor's point of view to temporarily take on a Draconic Form, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or die. You can also dismiss the Draconic Form at any time (no action required).

While your Draconic Form is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • You sprout a pair of dragon wings from your back, gaining a flying speed equal to your current walking speed.
  • You gain the Dragon creature type.
  • You have advantage on saving throws against spells and other magical effects.
  • Any 1 damage type you are resistant to, you become immune to instead. You can not gain this benefit more than once.

You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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