School of the Wyrm
Knowledge of the Wyrm
Beginning at 2nd level, you gain proficiency with the Arcana skill, and you can speak, read, and write Draconic. Your proficiency bonus is doubled for any ability check you make that uses Intelligence (Arcana).
Additionally, whenever you make a Charisma check while interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Spell Research
Choose one of the following classes: Bard, Cleric, Druid, or Warlock.
Starting at 2nd level, you can learn spells from the chosen class's spell list. The spell must be of a level for which you have spell slots.
Any spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy non-wizard spells from your spellbook into their own spellbook.
Draconic Discovery
Starting at 6th level, you gain a number of sorcery points equal to your Intelligence modifier. You regain all spent sorcery points when you finish a long rest.
You also gain the ability to twist your spells to suit your needs. You gain one of the Metamagic options of your choice from the sorcerer's Metamagic class feature. You gain another one at 12th (two) and 18th level (three).
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. When you use a Metamagic option, you can use your Intelligence modifier instead of your Charisma modifier.
Convert Counterspell
Beginning at 10th level, when you see a creature casting a spell within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell fails and you regain one sorcery point.
You may use this ability a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Draconic Arcanum
At 14th level, you gain the ability to empower your spellcasting with draconic magic. As an action, you undergo a transformation, causing arcane energy to radiate from within you, pouring out of your eyes and mouth. For 10 minutes, you gain the following benefits:
Creatures cannot gain advantage on saving throws to resist spells you cast. You shed bright light in a 10-foot radius and dim light for an additional 10 feet. Once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. The extra force damage equals your Intelligence modifier.
Once you use this feature, you can't use it again until you finish a long rest.
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Spell Research allows the wizard to take spells from other classes, but seems like it might be balanced, as it requires access to spells to copy. Answers to this question should note whether it would be too OP to allow spells from the chosen class to be taken on a level-up. -
Draconic Discovery allows usage of one of the sorcerer's primary features. Note however that sorcerer cannot be chosen for Spell Research, limiting the mimicry slightly. -
Draconic Arcanum is somewhat like paladin subclass capstones. I think it is probably different enough, though.