Wizard Features
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
Level 2: Scholar
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
Scribes Wizard Features
Wizardly Quill
3rd-level Order of Scribes feature
As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
Awakened Spellbook
3rd-level Order of Scribes feature
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
While you are holding the book, it grants you the following benefits:
You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
Race: Young Dragon (Silver)
Speed: 30ft walk, fly speed equal to walk speed
Age: They reach maturity when a dragonling and live up to 100 years old, upon death of old age they may roll a 1d100, on a 20 or lower they evolve into a Adult Dragon and regain all hp.
Dragon's Darkvision
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can discern colors in darkness. You also have 30ft blindsight, any source that gives you additional blindsight less than what you already have will give you an additional 10ft.
Dragon Ancestry
You have resistance to a specific damage type associated with your draconic ancestry (such as fire, cold, lightning, etc.). (Silver, Cold)
Dragon Breath
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. On a failed save, the creature takes Xd10 damage of the type associated with your Dragon Ancestry. X equals double your proficiency. You can use your Dragon Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (DC = 8 + your Constitution modifier + your proficiency bonus)
Draconic Armour
While not wearing armour, your base AC is 18, and cannot go below regardless of what kind of armour you are wearing.
Draconic Spell-casting
Through your inherent connection to the tapestry of the draconic weave, you possess the knowledge of specific spells infused with draconic energy. You gain the ability to cast alter self at will, and at 1st level, you choose one 1st level spell. Upon reaching 3rd level, you can select one 2nd level spell, and at 5th level, you may choose one 3rd level spell. These chosen spells integrate into your draconic repertoire, allowing you to cast each of them once per day without expending a spell slot. Alternatively, you have the option to cast these spells using spell slots of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read, and write Common and Draconic.
[Refer to Dragonling Breath Weapon Table for damage type and effect]
Feats
Abberant Dragonmark
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells. (Firebolt, Detect Magic)
When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Boon of Fate - When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.
Origin - +2 INT -1 CHA
Archmage Curriculum
You have taken the basics of magic classes within the university. As the archmage has taught your class himself, you understand the concept of magic more than most of your age.
You gain expertise in the arcana skill, and checks with it are always at advantage.
You can pick another class spell-list (Cleric, Druid, Ranger, Warlock, Sorceror, Wizard) and treat them as your own class spell-list (This does NOT give spell slots). (Cleric)
Features & Traits