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Dragonfire Adept

W
elcome to my take on my favourite class, the Breath Weapon
Dragonfire Adept from D&D 3.5. I am basing
this version heavily on the 3.5 class, but I Starting at 1st level a Dragonfire Adept gain a breath weapon.
intend to make it feel like a proper 5E class As an action you can exhale a 15ft cone or 30ft line, and
and I use a lot of inspiration from the Warlock doing 1d6 damage of a type, both depending on your
and the Sorceror, both of which have Draconic Patron. Everyone caught in the breath attack get a
similarities to the original Dragonfire Adept dexterity save for no damage.
class. I know there are other attempts at this that has been Breath save DC = 8 + your proficiency bonus + your
done, but in my opinion they were either quite overpowered, Constitution modifier
or didn't really feel like a 5E class. I hope to rectify both with
this version. Breath Sorcery
Starting at 1st level a Dragonfire Adept is able to mix arcane
energies into her breath weapon. You start by knowing two
Class Features arcane breaths, and learn more at higher levels. When you
As a Dragonfire Adept, you gain the following class features learn a new one, you may exchange one you know for a new
one as long as you meet the requirements of the new one. An
Hit Points arcane breath adds an effect or changes your breath weapon
Hit Dice: 1d8 per Dragonfire Adept level and you can only use one at a time. Most Arcane Breaths cost
Hit Points at 1st Level: 8 + your Constituion modifier Sorcery points to use. You start with 3 sorcery points, and get
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion one more each level. You regain all sorcery points on a long
modifier per Dragonfire Adept level after 1st rest. If you have sorcery points from other sources, they can
be pooled together. If you are able to take a breath weapon
Proficiencies attack twice in a round, you can only spend sorcery points for
Armor: Light armor breath sorcery on one of them.
Weapons: Simple Weapons
Tools: None Dragonfire Spells
Languages: Common, Draconic
A Dragonfire Adept doesn't know any normal spells, but can
Saving Throws: Constitution, Charisma get accsess to spells through invoctations and certain class
Skills: Choose three from Athletics, Arcana, Deception, abilities.
History, Intimidation, Investigation, Perception and
Religion. Spellcasting Ability
Equipment Charisma is your spellcasting ability for any spells your
You start with the following equipment, in addition to the aquire through this class, so you use your Charisma
equipment granted by your background: whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the
(a) a light crossbow and 20 bolts or (b) any simple weapon saving throw DC and attack modifiers for such spells.
(a) a component pouch or (b) an arcane focus Spell save DC = 8 + your proficiency bonus + your Charisma
(a) a scholars pack or (b) an explorers pack modifier
Leather armor, any simple weapon, and two daggers Spell attack modifier = 8 + your proficiency bonus + your
Draconic Patron Charisma modifier
All Dragonfire Adepts have to choose one type of dragon as Spellcasting Focus
their patron. This is a type that they have a deeper connection You can use any arcane focus as a focus for your breath
to and it fuels some of their abilities, but mainly it decides the weapon and spells.
damage type and regular shape of the breath weapon.
Dragon Scales
Patrons At 2nd level, you grow a thin set of scales that match the color
Element Types Shape of your chosen dragon, but are not visible at first glance.
Fire Gold, Brass, Red Cone These scales give you an AC of 10 + your Dexterity modifier +
Cold White, Silver Cone
your Constitution modifier when you arent wearing armor.
Lightning Blue, Bronze Line Draconic Invoctations
Acid Black, Copper Line At 2nd level, you gain two draconic invoctations of your
Poison Green Choose one choice. Your invoctation options are detlailed at the end of the
class description. When you gain cerlain Dragonfire Adept
levels, you gain additional invoctations of your choice, as
shown in lhe Invoctations Known column of theDragonfire
adept table.
Dragonfire Adept
Proficiency Breath Weapon Arcane Invoctations
Level Bonus Features Damage Breaths known
1st +2 Breath Weapon, Breath Sorcery, Draconic 1d6 1 -
Patron
2nd +2 Draconic Invoctations, Dragon Scales 1d6 1 2
3rd +2 Draconic Aspect 1d6 2 2
4th +2 Ability score improvement 1d6 2 2
5th +3 2d6 3 3
6th +3 Aspect ability 2d6 3 3
7th +3 2d6 4 4
8th +3 Ability score improvement 2d6 4 4
9th +4 2d6 4 5
10th +4 Aspect Ability 2d6 5 5
11th +4 Improved Breath Weapon 3d6 5 5
12th +4 Ability score improvement 3d6 6 6
13th +5 3d6 6 6
14th +5 Aspect Ability 3d6 6 6
15th +5 3d6 7 7
16th +5 Ability Score Improvement 3d6 7 7
17th +6 Extraordinary Breath Weapon 4d6 7 7
18th +6 4d6 8 8
19th +6 Ability score improvement 4d6 8 8
20th +6 Unending Rampage 4d6 8 8

Additionally, when you gain a level in this class, you can Unending Rampage
choose one of the invoctations you know and replace it wilh
another invoctation that you could learn at that level. At 20th level, you are able to use an Arcane Breath without
paying it cost. When you have done so, you cannot do it again
Draconic Aspect for 1d4 rounds.
At third level, you have to choose a Draconic Aspect. The
different aspects focus on different parts of what it means to Draconic Aspects
be a dragon: Draconic Might, Draconic Lore, or Draconic Choosing an aspect to focus their studies on is a vital part of
Presence, each of which is detailed at the end of the class being a Dragonfire Adept. The different aspects lend
description. Your choice grants you class features at third themselves to different focuses.
level and again at 6th, 10th and 14th level.
Draconic Might
Improved Breath Weapon Adepts with the might aspect are fearsome warriors, usually
At 11th level, you gain the ability to use two Arcane Breaths at thriving on the front lines. They are tough like a dragon and
once. If both try to change the damage type or they try to can use short ranged breath weapons easily, as they don't
change different shapes or saves, choose one. mind getting close up.
Extraordinary Breath Weapon Bonus proficiencies
At 17th level, you gain the ability to use up to three Arcane Upon choosing this tradtion you gain proficiency with all
Breaths at once. Same restrictions as Improved Breath martial weapons and with shields.
Weapon apply.
Hardened Scales You can spend 2 sorcery points to use your breath weapon as
At 3rd level your scales grow tougher, but a bit more a bonus action.
restrictive. You can no longer wear armor, but your AC Heighten Breath
becomes 10 + twice your constitution modifier. In addition When you use your breath weapon you can spend 3 sorcery
you also gains resistance to the damage type of your Draconic points to give one of the targets of your breath disadvantage
Patron. Your scales are now very visible. This counts as on his first save from the breath.
wearing heavy armor.
Split Breath
Extra attack When you use your breath weapon you can spend 1 sorcery
At 6th level you can attack twice when you use the attack point to create two cones (or lines depending on the breath
action. You may also swap one of the attacks for a breath weapon), each of which deal half damage. If they cross over,
weapon attack if the breath costs no more then 1 sorcery they deal full damage.
point.
Cloud Breath
Engulfing Breath When you use your breath weapon you can spend 1 sorcery
At 10th level you can engulf yourself with your breath weapon point to make it spew out from the pores in your skin and
when you use it. This lasts for 1 minute and you can't use it every body opening, creating a 10ft radius cloud centered on
again until you have had a short rest. This gives you immunity you.
to the damage type of your Draconic patron.
Shape Breath
Dragon Wings When you use your breath weapon you can spend 1 sorcery
At 14th level, you gain the ability to sprout a pair of dragon point to switch what would normally be a line, to a cone and
wings from your back, gaining a flying speed equal to your the other way around.
current speed. You can create these wings as a bonus action
on your turn. Clinging Breath
Clothing not made to accommodate your wings might be When you use your breath weapon you can spend 3 sorcery
destroyed when you manifest them. points and concentrate to make the breath cling to the
targets. This lets you use a bonus action on consecutive
Draconic Lore rounds to either deal damage of the same type of the breath
equal to you constitution modifier, or renew the duration of
Adepts of the lore aspect are similar to draconic scholars, any other effects.
focusing on the deep knowledge and understanding the great
old dragons can posess. But their studies also give them an Draconic Stamina
unprecedentet control over their breath weapons. A control At 6th level, you may draw on your reserves for increased
that even many dragons can envy. sorcery points. As a bonus action, you regain sorcery points
equal to twice your constitution modifier. Using this ability
Draconic Expertise gives you one level of exhaustion. This exhaustion may not be
At third level you can choose two skills that use Intelligence healed magically.
or Wisdom that you can add double your proficiency to.
Draconic Magic Student
Dragon Breath Metamagic At 10th level you can chose a spell of 5th level or lower from
At third level you expand your ability to manipulate your the sorceror spell list. You can cast this spell once for free per
breath weapon with arcane energy even further. This grants long rest. Extra castings cost 7 sorceror points.
you Breath Metamagic and increased Sorcery Points. Double
any sorcery points gained from Dragonfire Adept. The Dragon Soul
metamagic gained can be applied to breath weapons, even At 14th level, you can use an action to turn your dragon
when using breath sorcery. You can use as many metamagics breath into pure dragon energy. This breath is a 120ft cone
as you wish at one time. and deals 10d10 force damage, ignoring all resistances and
You start knowing two Dragon Breath Metamagics and you immunities. It cannot be affected by Dragon Breath
gain another one on at 6th, 10th and 14th level. Metamagic or Breath types. When this is used, it cannot be
Distant Breath used again until you have a long rest.
When you use your breath weapon as a line or a ray (with the Draconic Presence
Breath Ray invoctation), you can spend one Sorcery point to
double the range. If you use your breath weapon as a cone, This aspect focuses on the Dragons force of will and cunning.
you can spend two sorcery points to double the range. Dragons are famous for being able to decieve and manipulate
when they don't want to use direct force.
Empowered Breath
When you roll damage for your breath weapon, you can
spend 1 sorcery point to reroll a number of the damage dice
up to your constitution modifier (minimum of one). You must
use the new rolls.
Quickened Breath
Draconic Influence Their speed becomes 0 until your next turn on a failed
When you choose this aspect, you become proficient in two save. They can, as an action, try to break free with a Strength
skills based on Charisma, or add double your proficiency to Check with a DC equal to your breath save DC.
two such skills that you already are proficient in. You also
gain advantage on all charisma skill check made against Reaching Breath
dragons of your Dragon Patron type. Prerequisite: None
Damage type: No Change.
Lure of the Dragon Shape: No Change.
At 3rd level, you gain the ability to cast Suggestion, as the Save: No Change
spell once. You cannot do this again until after a short or a Cost: 0 sorcery points.
long rest. Your breath is doubled in length, but damage is halved.
Draconic Gaze Sickening Breath
At 6th level, you can let your eyes transform into hypnotic Prerequisite: 3rd level
draconic eyes. As an action, chose one creature that you can
see within 30 ft of you, if the target can see you, it must Damage type: Poison.
sucseed on a Wisdom saving throw against your spell save Shape: Cone.
DC, or be hypnotized by you until the end of your next turn. Save: Constitution
The hypnotized creature is incapacitated and its speed drops Cost: 1 sorcery point.
to 0. On a failed save, they are poisoned for one round.
On subsequent turns, you can use your action to maintain
the effect, extending its duration until the end of your next Slow Breath
turn. However, the effect ends if you move more then 30ft Prerequisite: 5th level
away from the target, if the creature can't see you, or if the Damage type: No damage.
creature takes damage. Shape: Cone.
Once the effect ends, or if the creature succeeds on its Save: Wisdom
initial saving throw against the effect, you can't use this Cost: 1 sorcery points.
feature on that creature until you have finished a short rest.
This breath deals no damage, but its effect is visible as
alter self space itself seems distorted. All targets that fail the save are
At 10th level, you can cast alter self at will, and no affected by the Slow spell until the end of your next turn.
concentration is required.
Sleep Breath
Frightful visage Prerequisite: 9th level
At 14th level, you can summon your inner dragon in such a Damage type: No Damage.
way as to make you seem like a horrible great dragon to all Shape: No Change.
enemies that can see you. As an action, you project this Save: Wisdom
massive aura and all enemies that can see you have to make a Cost: 2 sorcery points.
wisdom save against your spell save DC or be frightened for
one minute. Once used, it cannot be used again until you have This breath deals no damage, but anyone that fails the save
taken a short or a long rest. is put to sleep for one round, as per the sleep spell.
Thunder Breath
Breath Sorcery Prerequisite: None
Each Arcane Breath will list prerequisites for taking it, the Damage type: Thunder.
damage that it changes the breath weapon to, the shape it Shape: Cone.
uses and the save it uses. It will also list any adittional effects. Save: Strength
Cost: 1 sorcery point.
Elemental Breath This breath deals double damage to all objects hit that are
Prerequisite: None not carried or equipped.
Damage type: Fire, Cold, Acid, Lightning, or Poison.
Shape: Normal, as for the type. Enduring Breath
Save: Dexterity Prerequisite: 10th level
Cost: 1 sorcery point. Damage type: No Change.
Freezing Breath Shape: No Change.
Prerequisite: None Save: No Change
Damage type: Cold. Cost: 1 sorcery point.
Shape: Cone. This breath affects the creature deep into the skin, and
Save: Constitution deals half damage on the end of the creatures turn, in
Cost: 1 sorcery point. addition to the normal damage.
Force Breath Shape: Cones and lines.
Prerequisite: 3rd level Save: Dexterity
Cost: 10 sorcery points.
Damage type: Force.
Shape: Cone or Line. This breath weapon is made by three cones, with Fire,
Save: Dexterity Cold and Poison damage, and two lines with Acid and
Cost: 1 sorcery point. Lightning damage. Each of the cones and lines deals your full
breath weapon damage and each have their saves individually
Paralyzing Breath if they overlap.
Prerequisite: 12th level
Damage type: No damage. Ray Breath
Shape: Line. Prerequisite: 3rd level
Save: Wisdom Damage type: As normal .
Cost: 5 sorcery points. Shape: Ray.
This breath deals no damage, but there still might be a Save: No Save
visual effect as any objects caught in the breath is frozen for 1 Cost: 0 sorcery points.
minute and can't be moved. Any creatures that fails it's This breath weapon focuses your breath and concentrates
wisdom save is paralyzed. It can take another save at the end it into a thin ray that bubbles and sparks with elemental
of each of its turns. energy. It can only target a single creature, and it uses your
spell attack modifier against AC. The damage is the same as
Tempest breath your normal breath weapon, but you can use one Sorcery
Prerequisite: 5th level point to double it. That must be done before making the
Damage type: Lightning. attack and it cannot be doubled if the shape is changed in any
Shape: Line or cone. way from a ray.
Save: Dexterity
Cost: 1 sorcery point. Inferno Breath
Prerequisite: 5th level
This breath weapon deals damage as normal with a breath
thats like a howling crackling gale, but it pushes everyone Damage type: Fire .
that fails their save 10ft per constitution modifier in any Shape: Cone or Line.
direction. Save: Dexterity
Cost: 2 sorcery points.
Entangling Breath This breath weapon lets you heat yourself up as a roaring
Prerequisite: 3rd level furnace. Your body glows and become extremly hot to touch.
Damage type: No change. Anyone hitting you with a melee attack the weapon is
Shape: Cone. superheated and they have to drop it or be dealt damage
Save: Dexterity equal to your constitution. These effects last until the end of
Cost: 2 sorcery points. your next turn. Your breath weapon is extra hot and sets fire
to anyone that doesn't make their save. This deals 1d6 extra
This breath weapon deals damage as normal, and it also fire damage at the start of their turns. They can put out the
leaves behind tendrilsof the same damage type as the breath fire by spending an action and a Dexterity check of DC 10.
weapon. They grab the targets of the breath and anyone who Anyone that aids them gives them advantage on the check.
fails the save has becomes restricted for up to 1 minute.
Keeping this effect going requires concentration. The targets
can also, as an action, make a Strength check against the Draconic Invoctations
Save DC to be released from the effect. If an draconic invoctation has prerequisites, you must meet
them to learn it. You can learn the invoctation at the same
Dispelling Breath time you meet its prerequisites.
Prerequisite: 9th level
Damage type: No damage. Aquatic Adaption
Shape: Cone. You gain a swim speed equal to your base speed, and you can
Save: No save breath water.
Cost: 4 sorcery points.
This breath weapon deals no damage, but tries to dispell Beguiling Influence
all spells affecting objects and creatures that are hit by the You gain proficiency in two charisma skills.
breath. Any spell of 3rd level or lower on the targets ends. For
each spell of 4th level or higher on the targets, make an Breath Furnace
ability check, using your spellcasting ability. The DC equals Your inner fire grows stronger and you can add your
10 + the spells level. On a sucsessfull check, the spell ends. charisma modifier as damage on all breath weapon attacks. If
your attacks deal damage over several turns, this only applies
Fivefold Breath of Tiamat on the first turn.
Prerequisite: 15th level
Damage type: Fire, Cold, Acid, Lightning, and Poison .
Breath of the night Eyes of the dragon Scholar
You can cast fog cloud by spending one sorcery point. You are able to read any language and gets advantage on any
check to interpret symbols or similar.
Call of the Dragon
Prerequsite: 15th level, Presence Aspect feature Filling Breath
Your breath weapon deals half damage on a successful save if
You can, as an action, shout out for aid from a dragon. It you spent at least one Sorcery point on it.
appears as if out of nowhere, and lands within 60ft of you. It
can be of a challenge rating up to 8. It has its own intiative Illusive mask
and is friendly to you and your allies. If not ordered to do You can cast disguise self at will. Its duration is 24 hours.
anything it will stand its ground and defend itself. You can ask
it to do anything within its power and it will follow the orders Magic Insight
within the best of its abilites. To keep it around you will need You can cast detect magic at will, and with 10 minutes of
to concentrate, and if you loose conentration, it will fly away. concentration, you can identify an object you are holding as
It will also fly away after 10 minutes, or if it reaches below per the identify spell.
10% of its hit points. After you have used this ability, you have
to take a long rest to use it again. Manipulate the flesh
Prerequisite: 7th level
Draconic Knowledge
You gain proficiency in any two intelligence skills except You can cast polymorph once. You can't do so again until you
investigation. You also gain advantage in Intelligence (Arcana) finish a long rest.
on anything regarding dragons or drakes.
Protection from above
Draconic Flight Prerequisite: 7th level
Prerequisite: 5th level You can, as an action, cast protection from energy at yourself
You gain the ability to sprout dragon wings temporarily. As a and a number of willing allies within 30ft, up to your
bonus action, you sprout your wings and gain a fly speed of charisma modifier. The damage type has to be the same for
30ft for up to one minute. Maintaining the wings requires all of you. You can't do so again until you have finished a long
concentration as if it were a spell. Once used, it cannot be rest.
used again until you have had a long rest.
Terrefying Roar
Draconic Vigor Prerequisite: 9th level
You can cast false life on yourself at will as a 1st level spell, You can, as an action, let out a mighty roar that can deafen
without needing material compononents. and frighten anyone around you. Anyone within 15ft of you
Dragons Curse must take a constitution save to avoid being deafened for 1
Prerequisite: 5th level minute. Anyone within 30ft of you must take a wisdom save
to avoid being Frightned for one round. The save DC is equal
You can cast bestow curse once. You can't do so again until to your spell save DC. Once you have used this ability, it
you finish a long rest. cannot be used again until you have finished a short or a long
rest.
Elemental Charge
Prerequisite: 12th level, Might Aspect feature The Mountain
*Prerequsite: 5th level, Might Aspect feature
You can, as a bonus action breath a small breath of your
breath weapon elemental type onto a weapon you are You can cast Enlarge/Reduce at will, but you can only use the
holding. This effect lasts for 1 minute, but needs no enlarge part and only on yourself. This costs 1 sorcery point.
concentration. It adds your constitution modifier to your If you spend one more sorcery point, you can cast it as a
damage with the weapon. bonus action, and it doesn't require concentration.
Endure Exposure Trick of the dragon
At will, you can, as an action, cloak yourself and up to your You can cast silent image at will.
charisma modifier of others you can see in a protective
magical cloak. It protects against the natural extremes of See the unseen
weather, wether it be the schorching heat in a desert or the You can see normally in darkness, both natural and magical
blistering cold winds in winter. In addition to this, the up to 120ft.
protection makes all the targets immune to any effects of your
breath weapon. This protection lasts for 24 hours, or until Visions of the void
you spend an action to revoke it. Prerequisite: 9th level
Enveloping Shadows You gain 30ft of voidsense.
You can cast Darkness by spending one sorcery point.
Walk Unseen
Prerequisite: 5th level
Cast invisibility on yourself as a bonus action. This cannot be
used again until you have done a short or a long rest.
Wingstorm
Prerequisite: 7th level
You can, as an action, beat your wings forcefully while in the
air. This requires you to be flying at least 10ft in the air by the
help of the Dragon Wings feature, the Draconic Flight
invoctation or some other way of gaining flight from wings.
Everyone within a cone of 60ft must make a strength save
against your breath save DC. If they fail they are pushed 10ft
per constitution modifier away from you, and knocked prone.
Enemies larger then you have advantage on the save.
Enemies smaller then you have disadvantage. When you have
used this ability, you need to finish a short or a long rest
before you can do it again.

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