Some would argue that the greedy nature of most Dragons would naturally lead they to gaining or hoarding power but Dragons are rarely known to make the effort for further study or strength, The very nature of a Dragon is often too vain to think they would ever need to deliberately seek strength yet there are always exceptions.
Brigznier was up against some of the planes most dangerous creatures and he knew that his heritage would only garner him so much sway in this land of aberrations and abyssal monstrosities and so the Arcane called.
Hit Points
Proficiencies
Equipment
Short Description of Background
Increase your Strength, Constitution, or Wisdom score by 1.
When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.
Food that may be spoiled or poisoned dose not concern you and you may eat it without any negative side effects.
When you spend one or more Hit Dice to regain hit points (Such as during a Short Rest), you regain additional hit points equal to your Constitution modifier + your proficiency bonus.
Skill Proficiencies
Languages And/Or Tools
Equipment (If Any)
Arcane Recovery [1]
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Adjust Density [4]
At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
Feat: Durable [1]
Hardy and resilient, you gain the following benefits:
Gravity Well [4]
When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
Feat: Draconic Fortitude Source: [2]
You have the blood of Draconic heritage flowing through your veins. You gain the following benefits:
Violent Attraction [4]
At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Feat: War Caster [1]
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Event Horizon [4]
Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Feat: Crusher [3]
You are practiced in the art of crushing your enemies, granting you the following benefits:
Spell Mastery [1]
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Feat: Elemental Adept [1]
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Signature Spells [1]
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.