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Dragonfire adept
1. Dragonfire Adept
F
or as long as people have existed, they have lived
in awe of the mighty dragons. Some see them as
indomitable forces of nature, others as worthy
opponents to be defeated, and others still
worship them like gods.As a dragonfire adept
you have dedicated your life to aspiring to
become more like the dragons you idolize.
Similar to how bards and wizards study histories and the
intricacies of magic, dragonfire adepts study everything
related to dragons; from legends and stories to psychology
and physiology.Armed with this knowledge they are able to
manifest magical abilities similar to those of the mighty
wyrms. The first and most fundamental of these abilities is
learning how to harness the legendary elemental breath of
the dragon.
Some dragonfire adepts have a draconic heritage like that
of sorcerers, but manifest their bloodline in a different way.
Others have studied dragons up close, or maybe have grown
up with or lived within the magically influential range of a
powerful dragon; and others still admire from afar, teaching
themselves through academic tomes and a more clinical
setting. Regardless of how they go about it, there are two
fundamental aspects of being a dragonfire adept: you believe
dragons are an ideal to emulate, and you actively shape your
lifestyle to be more like a dragon.
Hit Points
Hit Dice: 1d8 per Dragonfire Adept level
Hit Points at First Level: 8+your
Constitution modifier
Hit Points at Higher Levels: 1d8+your
Constitution modifier per Dragonfire
Adept level after 1
Proficiencies
Armor: None
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History,
Intimidation, Nature, Religion, Perception,
and Insight.
Equipment
You start with the following items, plus
anything provided by your background.
(a) any simple weapon
(a) a component pouch or (b) an arcane
focus
(a) a scholar's pack or (b) an explorer's
pack
2. Dragonfire Adept
Level
Proficiency
Bonus Features
Spells
Known 1st 2nd 3rd 4th 5th
Draconic
Aspects
1st +2 Dragon Lord, Dragon's Breath, Scales of the
Drake
0 — — — — — —
2nd +2 Spells, Aspects 2 2 — — — — 2
3rd +2 Dragon Embodiment 3 3 — — — — 2
4th +2 Ability Score Improvement 3 3 — — — — 2
5th +3 — 4 4 2 — — — 2
6th +3 Category Feature 4 4 2 — — — 3
7th +3 — 5 4 3 — — — 3
8th +3 Ability Score Improvement 5 4 3 — — — 4
9th +4 — 6 4 3 2 — — 4
10th +4 Category Feature 6 4 3 2 — — 5
11th +4 — 7 4 3 3 — — 5
12th +4 Ability Score Improvement 7 4 3 3 — — 6
13th +5 — 8 4 3 3 1 — 6
14th +5 Category Feature 8 4 3 3 1 — 6
15th +5 — 9 4 3 3 2 — 7
16th +5 Ability Score Improvement 9 4 3 3 2 — 7
17th +6 — 10 4 3 3 3 1 7
18th +6 — 10 4 3 3 3 1 8
19th +6 Ability Score Improvement 11 4 3 3 3 2 8
20th +6 Wyrm Master 11 4 3 3 3 2 8
Dragon Lord
Each dragonfire adept chooses one type of dragon they strive
to emulate, known as their dragon lord. Sometimes this is a
specific dragon, and sometimes it is just a general type of
dragon.At first level, you select your dragon lord from the
chart below.
Dragon Lord
Species Type
Primary Breath
Weapon
Secondary Breath
Weapon
Gold Metallic Fire Radiant
Silver Metallic Cold Force
Bronze Metallic Lightning Thunder
Copper Metallic Acid Necrotic
Brass Metallic Fire Radiant
Red Chromatic Fire Radiant
Blue Chromatic Lightning Thunder
Green Chromatic Poison Psychic
Black Chromatic Acid Necrotic
White Chromatic Cold Force
Your dragon lord has two components: the species (gold,
red, etc.) and the type/category (metallic or chromatic).
The species determines your breath weapon, and the
category determines
features that you gain as you advance in
this class. The category differences are listed at the end of
the class.
3. Dragon’s Breath
At level 1, you gain a breath weapon based on the species of
your dragon lord.As an action, you can breathe out either a
30 ft line or a 15 ft cone of energy; the damage type is
determined by your patron’s primary breath weapon.All
creatures in the path of your breath must make a dexterity
saving throw against your spell save DC. On a failed save they
take 1d8 damage of your chosen lord’s primary breath type,
and half as much damage on a successful save.
On the start of the turn after you use your breath weapon,
roll a d6. If you roll a 5 or a 6, you regain the use of your
breath weapon. You roll on the start of each turn until you roll
a 5 or a 6.
The damage of Dragon’s Breath increases to 2d8 at lv5,
3d8 at lv11, and 4d8 at lv17
At level 10 the range of Dragon’s
Breath doubles (30ft cone or a 5ft wide x 60ft long line)
Dragon's Breath has no impact on any breath weapons you've
gained from other sources.
Scales of the Drake
At level 1, while not wearing armor yourAC=13+your
Dexterity modifier. Your skin has hardened into draconic
scales.
At 6th level, your thick scales grant you resistance to the
damage type of your dragon lord’s primary breath weapon.
Dragonfire Adept Spells
By the time you reach 2nd level, you have learned to cast
spells.
Spell Slots
The DragonfireAdept table shows how many spell slots you
have to cast your spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
dragonfire adept spell list (listed at the end of the class)The
Spells Known column of the dragonfire adept table shows
when you learn more dragonfire adept spells of your choice.
Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 5th level in this
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the dragonfire adept spells you know and
replace it with another spell from the dragonfire adept spell
list, which also must be of a level for which you have spell
slots.
Spellcasting Ability
Charisma is your spellcasting ability for your ranger spells.
You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a dragonfire
adept spell you cast and when making an attack roll with
one.Spell save DC = 8 + your proficiency bonus + your
Charisma modifierSpell attack modifier = your proficiency
bonus + your Charisma modifier
Draconic Aspects
At level two, you learn 2 draconic aspects of your choice that
you meet the prerequisites for as your mind and body change
to become more like the wyrm you aspire to be. Draconic
aspects are listed at the end of the class description.
Dragon Embodiment
At 3rd level, you choose what expression of the dragon you
want to embody; the destructive power of the dragon’s breath,
or the overwhelming might of a dragon’s body.
Dragon’s Breath
Your breath weapon no longer has a recharge time
You gain
access to the secondary breath weapon of your patron,
allowing you to choose which damage type you want to deal
whenever you use your breath weapon.
Dragon’s Body
You may use your Constitution modifier as a bonus toAC
instead of your Dexterity modifier. This does not allow you to
double the bonus for abilities such as the barbarians
unarmored defense, and the bonus is limited to +2 when
wearing medium armor, similar to a Dexterity bonus.
You
gain proficiency with scale mail and while wearing it, you
gain a +3 bonus toAC on top of the base armor rating and
any other enhancements to yourAC.
You gain proficiency with Martial Weapons.
Your Strength and Constitution scores both increase by 1
and their max is increased by 1 as well.
Detect
At 8th level, your senses become honed and sharp, like those
of a mighty wyrm.
You gain proficiency in the Perception skill if you don’t
already have it, and whenever you add your proficiency bonus
to perception, you may double it.
You may make a Perception check as a bonus action on
your turn.
Wyrm Master
At 20th level, you can finally attain the form of your chosen
dragon.
As an action, you can polymorph into an adult dragon of
your Dragon Lord’s type. This ability acts like the druid
wildshape ability except as noted here:
You can only change into the form of an adult dragon of
your Dragon Lord’s type.
There is no time limit for how long you can be in your
dragon form but you can only use this ability once per long
rest.
You retain your own breath weapons, as well as gaining
those of your dragon form.
If you take a long rest while in dragon form, your normal
form does not gain the benefits of a long rest (no healing,
spell regain, removal of exhaustion, recharge of your
Wyrm Master ability, etc) but your dragon form does. This
effectively allows you to stay in dragon form as long as you
are not reduced to zero hit points or otherwise magically
reverted to your normal form.
4. Metallic & Chromatic
Features
Metallic Lord
Your dragon lord is one of the wise and benevolent metallic
dragons.
Extra Spells
The following spells are added to the dragonfire adept spell
list for you.
Spell Level Spells
1 Protection from Evil and Good, Sleep
2 Calm Emotions, Hold Person
3 Beacon of Hope, Hypnotic Pattern
4 Aura of Purity, Charm Monster
5 Geas, Hold Monster
Silvered Tongue
When you choose the metallic category at 1st level, you gain
proficiency in the persuasion skill. You may add double your
proficiency bonus to all persuasion skill checks.
Scintillating Scales
At 6th level, your skin can turn into rock hard glimmering
scales to dazzle enemies and protect your body.
As a reaction to being attacked, you may add your
proficiency bonus to your armor class. If this bonus to your
Armor Class would make the triggering attack miss, it
misses. This bonus lasts for 1 minute.
Once you use this
feature, you can’t use it again until you finish a short or long
rest.
Unshakable
At level 10, your regal presence grants you the following
benefits:
You become immune to the frightened condition.
You may choose one of the following conditions to become
immune to: paralyzed, stunned, poisoned or restrained.
You have advantage to any checks or saving throws to
counter another creature attempting to intimidate you (the
type of check or save or mechanic involving intimidation is
up to the DM).
Discorporating Breath of Bahamut
At level 14, you learn to emulate the divine glory of Bahamut
and turn your enemies to dust by unleashing a massive blast
of energy.
You can use a special breath weapon that deals 10d10
force damage.
Non-magical items and objects not being worn or carried
are immediately disintegrated, as are enemies that are
dropped to 0 hit points.
After you use this feature, you must finish a long rest
before you can use it again.
5. Chromatic Lord
Your dragon lord is one of the cruel and sadistic chromatic
dragons.
Extra Spells
The following spells are added to the dragonfire adept spell
list for you.
Spell Level Spells
1 Chromatic Orb, Command
2 Crown of Madness, Blindness/Deafness
3 Bestow Curse, Vampiric Touch
4 Blight, Dominate Beast
5 Cloudkill, Dominate Person
Menacing Visage
When you choose the chromatic category at 1st level, you
gain proficiency in the intimidation skill. You may add double
your proficiency bonus to all intimidation skill checks.
Frightful Presence
At 6th level, you radiate menace and terror.
As a bonus action, you can force all creatures of your
choice within 30 ft of you to make a wisdom saving throw
against your Spell Save DC or become frightened of you for 1
min.
Any creature that succeeded on its saving throw is
immune to this effect for 24 hours.
After you use this ability,
you cannot use it again until you finish a short or long rest.
Reflect Elements
At 10th level the most terrifying weapon of your dragon lord
bounces harmlessly off your scales.
You become immune to the damage type of your primary
breath weapon.
Five-Fold Breath of Tiamat
At 14th level you learn to channel the unending wrath in the
heart of Tiamat, Queen of Dragons.
As an action, you make 5 separate breath weapon attacks.
Each attack must use a different damage type of the 5
chromatic primary breath weapons: fire, electricity, poison,
acid, and cold.
Each may be either a cone or a line, your choice.
After you use this feature, you cannot use it again until you
finish a long rest.
6. Dragonfire Adept Spells
1st Level
Absorb Elements
Cause Fear
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Feather Fall
Identify
Magic Weapon
Silent Image
2nd Level
Alter Self
Dragon’s Breath
Enlarge/Reduce
Gust of Wind
Pyrotechnics
See Invisibility
Misty Step
3rd Level
Counterspell
Elemental Weapon
Fear
Fireball
Fly
Glyph of Warding
Lightning Bolt
Protection from Energy
Sleet Storm
Thunder Step
Tongues
Water Breathing
4th Level
Elemental Bane
Fire Shield
Ice Storm
Polymorph
Storm Sphere
Vitriolic Sphere
Wall of Fire
5th Level
Cone of Cold
Control Winds
Flame Strike
Immolation
Legend Lore
Maelstrom
Scrying
Steel Wind Strike
The idea with the themes of the spells is that they
represent some of the more mythical or
miscellaneous components of dragon lore and
abilities. The lower level spells are more support/
non-damaging spells.
The higher spells becoming increasingly more
elemental to reflect how the studies the DFA has
done into dragon kind as a whole in addition to
their chosen type allows them access to broader
elemental magics.
Overall their magic and the design of the class as a
whole is intended to serve as a control style,
manipulating what parts of the battlefield are safe
for enemies, with diverse AOE or status inflicting
effects, and even the most offensive side of this
class still reflects this with spells like ice storm
doing both damage and creating difficult terrain.
Even the non combat related spells allow for a level
of control of social situations, or a greater ability to
learn information that would otherwise be hidden
to the players: comprehend languages/tongues
allowing for communication and legend lore to do
quick research on legendary objects/creatures.
It is also important to note that the spells must
strike a balance in utility with the invocations and
breath/body abilities, serving a supplemental role,
not a focal one.
7. Draconic Aspects
Draconic Knowledge
You gain proficiency in theArcana and History skill.
Dragon Eyes
You gain darkvision 60ft, or increase the range of your
darkvision by 60ft
Endure Exposure
You can choose to warp your breath weapon around targets
inside the area of effect, protecting them from harm.
Choose a number of creatures or objects up to your
Charisma modifier within the area of your breath weapon.
Your breath weapon warps and bends around these chosen
targets in such a way that they are unaffected by its effects.
The actual space the target occupies is still considered
within the area of the breath weapon, meaning that effects
such as lingering breath will be active in that space, and
environmental effects such as igniting oil or straw would still
take place as the DM would determine.
Powerful Breath
Your breath attacks become even more potent.
Add Cha modifier to breath weapon damage.
Treasure sense
You gain an innate sense for objects of value.
As an action on your turn, you can locate nearby treasures.
All precious stones and metals within 30 ft are highlighted
by a faint blue aura that only you can see.
Treasure sense is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Shifting Form
Just like the mighty drakes, you can hide your true form.
You can cast the Disguise Self spell at will, without
expending a spell slot.
Captivating Voice
Prerequisite: 5th Level
Your voice is commanding and powerful, forcing all to turn
and listen.
You can cast the Enthrall spell without expending a spell
slot.
Hooked Claws
Prerequisite: 5th Level
Your fingernails become long, hooked claws.
You gain a climb speed equal to your walking speed
You
have advantage on checks to climb or hold on to surfaces
while climbing.
Sea Dragon
Prerequisite: 5th Level
You have taken some aspects of the drakes who dwell
under waves, ponds, swamps and rivers.
You gain a swim speed equal to your walking speed and
you can breath underwater. This may manifest itself in the
form of webbing growing between your fingers and toes or
small fins or frills growing on your body.
You can use a
DragonfireAdept spell slot to cast waterbreathing once
between long rests.
Command Water
Prerequisite: 7th Level
Seas and lakes bend to your very will.
You can cast control water using a Dragonfire adept spell
slot once between long rests.
Hidden Lair
Prerequisite: 7th Level
Your cunning magic allows you to hide the true appearance
of the landscape.
You can cast hallucinatory terrain once using a Dragonfire
Adept spell slot.
You need to take a long rest before you can
cast it again.
Secret Hoard
Prerequisite 7th Level
The force of your greed allows you to hide treasures and
secrets.
Using a DragonfireAdept spell slot, you can target a
nonliving object or objects that fill no more than a 5ft cube
within 5ft of you, and as an action teleport them to a personal
pocket dimension known as a secret hoard.
The hoard can at maximum hold up to 5 cubic feet of
items.Attempting to add additional items that would put you
over the maximum space will fail and waste the spell slot.
As an action you can remove an object or objects from your
hoard by teleporting them to an unoccupied space within 5ft
of you.
Taking items out of your hoard does not cost a spell slot,
but returning them or adding new items will require an
additional use of a spell slot.
Terrifying Roar
Prerequisite: 7th Level
When you use your dragon’s breath, you can choose to roar
instead.
The terrifying roar is always a cone.
All creatures in the cone must make a Wisdom save
against your Spell Save DC, or be Frightened of you until the
end of their next turn.
Collector's Instinct
Prerequisite: 9th Level
No treasures can hide from your sight.
You can cast locate object at will without material
components or expending a spell slot
Wyrm’s Endurance
Prerequisite: 9th Level
Your draconian body can take quite the beating.
You can cast the False Life spell at 2nd level, without
expending a spell slot or material components.
8. Breath of Night
Prerequisite: 12th Level
Your words can call the clouds to give you cover.
You may cast the Fog Cloud spell at 1st level at will, without
expending a spell slot or having to maintain concentration.
Casting it again will end the first casting.
Draconian Senses
Prerequisite: 12th Level
Little can hide from your honed senses.
You gain blindsight out to a range of 15 ft.
Dragon Wings
Prerequisite: 12th Level
Your shoulders erupt into two scaled dragon wings.
As a bonus action you can sprout membranous wings from
your back
You gain a flying speed equal to your current
walking speed.
The wings last until you dismiss them as a
bonus action on your turn.
You can't manifest your wings while wearing armor unless
the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
you manifest them.
Adaptability
Prerequisite: 15th Level
You can thrive in any environment.
You can cast theAlter Self spell at will, without expending a
spell slot.
Whispers of the Dragon
Prerequisite: 15th Level
The force of your words is strong enough to bend others to
your will.
You can cast the Suggestion spell at will, without requiring
a spell slot or material component.
A creature that makes its saving throw against Whispers of
the Dragon is immune to its effects for 24 hours.
Wingstorm
Prerequisites: 15th Level, Dragon Wings aspect
You flap your mighty wings, producing a brutal wind.
While your wings are manifested, you can cast the Gust of
Wind spell as a bonus action, without expending a spell slot
or needing a material component.
The spell only lasts 1 round.
Entangling Breath
Prerequisite: Dragon’s Breath Embodiment
When you use your Breath Weapon, you can choose to
shoot wreathes of entangling energy.
Your breath weapon deals half damage (halved again if they
make their saved, and a 3rd time if resistant), but all creatures
that fail their saves are restrained for 1d4 rounds.
Creatures restrained from Entangling Breath take 1d4
damage of your breath weapon’s damage type at the start of
each of their turns.
At the end of each restrained creatures turn, they make a
Dexterity saving throw against your Spell Save DC. If they
succeed, they are no longer restrained, and no longer take
damage.
Entangling Breath does not stack for the same breath
weapon, but it does stack if different breath weapons are
used.
A successful Dex save ends all stacks of Entangling Breath
affecting that creature at once.
Slow Breath
Prerequisites: Dragon’s Breath Embodiment, 5th Level
You gain a new Breath Weapon that is able to slow your
enemies.
Creatures hit by the slow breath must make a Str save VS
your Spell Save DC or be affected by the Slow spell for 1
minute.
Each creature affected can make a new save at the end of
each of their turns to end the effect.
Lingering Breath
Prerequisites: Dragon’s Breath Embodiment, 9th Level
When you use your breath weapon, you can choose to have
it linger as a cloud of energy for 1 round, fading away at the
start of your next turn.
Creatures in the area of the breath
attack when first used take normal damage.
Any creature who enters the area or ends its turn within
the area while it lingers takes half damage if it is a damaging
breath, or make a saving throw if it is an effect breath
Effects such as Entangling Exhalation do not affect the
lingering cloud after the initial blast.
You cannot use lingering breath on two consecutive turns
Sleep Breath
Prerequisites: Dragon’s Breath Embodiment, 9th Level
You gain a new Breath Weapon that is able to put creatures
to sleep.
Creatures in the area of the Sleep Breath make a Con Save
against your Spell Save DC or fall asleep as if affected by the
Sleep spell for 1 minute.
Each creature can make a new save at the start of its turn
to end the effect.
Wyrm’s Strike
Prerequisites: Dragon’s Body Embodiment
You let the ferocious bestial nature of the dragon take over
for a few moments, enabling you to perform superhuman
feats of aggression.
When you use your breath weapon, you have the option to
make a single melee attack against all creatures of your
choice in your breath weapon’s range instead of the normal
effect of your breath weapon.
This counts as using your
breath weapon for the purposes of recharge.
This costs you
no movement.
You do not provoke attacks of opportunity
during Wyrm’s Strike
You must choose to end your turn
within 5 ft of one of the creatures you attacked.
Battle Aptitude
Prerequisites: Dragon’s Body Embodiment, 5th Level
You have taken on the ferocity of the dragon.
You canAttack twice, instead of once, whenever you take
the attack action on your turn.
This does not stack with extra attack gained by another
method.
9. Draconian Maw
Prerequisites: Dragon’s Body Embodiment, 5th Level
Your teeth grow sharp and your jaw becomes powerful and
muscular.
As a bonus action you can make a melee bite attack, 5ft
reach that deals 1d6+Str piercing damage.
You are
considered proficient with this attack.
Combat Drake
Prerequisites: Dragon’s Body Embodiment, 9th Level
You can summon your breath weapon more quickly, to
devastating effect.
Whenever you take the attack action on your turn, if your
breath weapon is available to you, you may use your breath
weapon as a bonus action immediately after the attack action.
Elemental Strikes
Prerequisites: Dragon’s Body Embodiment, 12th Level
You wreath your weapons in elemental fury.
You add your Cha modifier as extra damage to your melee
attacks
This extra damage is of your primary breath weapons
damage type.
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Image credits:
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Breather-321478047
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Tom Lockwood & Lee Moyer