juanmaj0027
2015-04-03, 01:15 PM
Hi, I'm not actually new around here, but this is my first post. A while ago I started playing 5e with a group of friends and I couldn't help to notice that every class in this edition SUCKS!, for me at least. So I decided to give it a try and make my own homebrew. The class that I most loved in 3.5, the Dragonfire Adept. Because... why wouldn't you want to be a friggin' dragon!
So, I actually took the homebrew made by xyianth (http://www.giantitp.com/forums/showthread.php?369033-Homebrew-Dragonfire-Adept-for-5e-PEACH) and I made some changes, that to me, appeal more to the class itself and to the former DFA from 3.5, and make it more different from the warlock (which I also loved in 3.5 and now it sucks)
Bare in mind that this is not a hard caster, it is aimed to be a field controller by using the breath weapon, thus the low damage.
Well, that's it for introductions, here you go, and please let me know what you think is overpowered or underpowered so I make the proper modifications. We are playing tomorrow so I'd like a little feedback. Thanks, and enjoy!
DRAGONFIRE ADEPT
http://www.wizards.com/dnd/images/dmag_gallery/100212.jpg
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon's breath and augment themselves with spells and draconic invocations, dragonfire adepts have access to powers normally beyond the reach of humanoids.
Dragonfire adepts are no masters of martial prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, dragonfire adepts learn powerful spells and invocations that allow them to access different draconic abilities. Cunning, hearty, and learned, dragonfire adepts can be war leaders or sages with equal ease.
A dragonfire adept is a student devoted to understanding the ways of dragons and emulating them. Evil dragonfire adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good dragonfire adepts are champions of justice and freedom, using their powers to aid others. Like a warlock, a dragonfire adept gains new powers automatically as she rises in level, tapping ever deeper into the draconic magic in her soul.
CREATING A DRAGONFIRE ADEPT
A dragonfire adept is a flexible character, with a handful of abilities to control the battlefield and able to provide support in combat and aid her allies directly or indirectly. While she lacks the capacity of a fighter or wizard for dealing damage, she is more resistant to damage and can use her abilities to make her comrades more effective.
As you choose a draconic patron and dragon type, make sure to choose the one that suits your personality best.
QUICK BUILD
You can make a dragonfire adept quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the acolyte background. Third, choose the blade ward cantrip, along with the 1st-level spell instill vulnerability.
Dragonfire Adept
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spells Slots
Slot Level
Invocations Known
1
+2
Draconic Patron, Spellcasting, Breath Weapon
1
1
1
1
0
2
+2
1
2
1
1
1
2
3
+2
Scales
2
2
2
1
2
4
+2
Ability Score Improvement
2
3
2
2
2
5
+3
3
2
2
2
2
6
+3
Expose Scales
3
4
2
2
3
7
+3
3
4
2
3
3
8
+3
Ability Score Improvement
3
5
2
3
3
9
+4
Energy Resistance
3
5
2
3
3
10
+4
Breath Expertise
3
6
3
4
4
11
+4
4
6
3
4
4
12
+4
Ability Score Improvement
4
7
3
4
4
13
+5
4
8
3
5
4
14
+5
Dragon Wings
4
8
3
5
5
15
+5
4
8
3
5
5
16
+5
Ability Score Improvement
4
9
3
5
5
17
+6
4
9
3
5
5
18
+6
Immunities
4
10
4
5
6
19
+6
Ability Score Improvement
4
10
4
5
6
20
+6
Draconic Mastery
4
10
4
5
6
CLASS FEATURES
As a dragonfire adept you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per dragonfire Adept level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragonfire adept level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History, Insight, Intimidation, Nature, Perception, Religion, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) a scholar’s pack
any simple weapon and two daggers
DRACONIC PATRON
At 1st level, you make a choice to follow the ideals of the metallic dragons in the service of Bahamut or to embrace your darker nature and follow Tiamat and her chromatic dragons. You have to choose a type of metallic or chromatic dragon. Your choice will grant you features when you advance in level in this class depending on your choice of dragon type. You may add double your proficiency bonus to any Charisma checks when interacting with metallic or chromatic dragons, depending on your draconic patron choice, even if you would otherwise not be proficient in them.
DRAGON MAGIC
Your draconic nature grants you a certain facility with spells. See chapter 10 for the general rules of spellcasting and the Dragonfire Adept Spells list at the end of the class description.
CANTRIPS
You know one cantrip of your choice from the dragonfire adept spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragonfire Adept table.
SPELL SLOTS
The Dragonfire Adept table shows how many spell slots you have. The table also shows what the level of those slots is; all your spell slots are the same level. To cast one of your dragonfire adept spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know one 1st-level spell of your choice from the dragonfire adept spell list.
The Spells Known column of the Dragonfire Adept table shows when you learn more dragonfire adept spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 8th level, for example, you learn a new dragonfire adept spell, which can be 1st, 2nd or 3rd 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 dragonfire adept spells, so 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 modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
SPELLCASTING FOCUS
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your dragonfire adept spells.
DRACONIC INVOCATIONS
As you awaken your draconic heritage, you acquire additional facets of draconic mysticism that imbue you with an abiding magical ability.
At 2nd level, you gain two draconic invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain dragonfire adept levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Dragonfire Adept table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
BREATH WEAPON
Your draconic patron and dragon type influences your draconic nature at a fundamental level. You gain a breath weapon that deals damage of the type indicated in the table below.
You can use your action to exhale destructive energy. Choose the size and shape (15 ft. cone or 5 by 30 ft. line) of this energy when you use it. All creatures in range must succeed on a Dexterity saving throw or take 1d8 damage. On a successful save, they take half damage. The save DC for this effect is based on your Constitution modifier. The type of damage is determined by your dragon type. This damage increases by 1d8 damage at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
BREATH ENERGY TYPE
Dragon Type
Damage type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
SCALES
At 3rd level, you grow a thin set of scales that match the color of your chosen dragon, but are not visible at first glance. These scales give you an AC of 13 + your Dexterity modifier when you aren’t wearing armor.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
EXPOSE SCALES
At 6th level, as a reaction in response to being hit with an attack you can expose your scales for a short period of time. Starting with the attack that triggered this reaction and lasting for 1 minute, you have damage reduction (bludgeoning, piercing and slashing) of equal to your proficiency bonus. Once you use this ability, you can not do so again until you finish a short or long rest.
ENERGY RESISTANCE
At 9th level, you gain resistance to your breath weapon energy types.
BREATH EXPERTISE
At 10th level, your mastery of your draconic nature improves enough for a secondary breath weapon type to emerge. Consult the table below to determine your new energy type. You cannot select a different dragon than you selected before. Whenever you use your breath weapon, you can select which of your two energy types to use. Additionally, your breath weapon’s range is doubled.
BREATH ENERGY TYPE
Dragon Type
Damage type
Black
Necrotic
Blue
Thunder
Brass
Radiant
Bronze
Thunder
Copper
Necrotic
Gold
Radiant
Green
Psychic
Red
Radiant
Silver
Force
White
Force
DRAGON WINGS
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. This ability works exactly like the Draconic Sorcerer ability Dragon Wings.
IMMUNITIES
At 18th level, you become immune to paralysis and magical effects that render you unconscious.
DRACONIC MASTER
At 20th level, you can draw on your inner reserve of draconic power to regain expended invocations and spell slots. You can spend 1 minute of inner reflection to regain all your expended invocations and spell slots. Additionally you restore the enduring power of your scales which allows you to use your Expose Scales ability again. Once you use this feature, you must finish a long rest before you can do so again.
DRACONIC INVOCATIONS
If a draconic invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
Baleful Geas
Prerequisite: 9th level
You can cast geas once using a dragonfire adept spell slot. You can’t do so again until you finish a long rest.
Beguiling Influence
You gain proficiency in the Deception and Persuasion.
Breath of the Night
Prerequisite: 12th level
You can cast fog cloud at-will, without expending a spell slot.
Discorporating Breath of Bahamut
Prerequisite: 14th level, Draconic patron Bahamut, Breath Weapon
You learn to mimic the effects of the mighty breath weapon of Bahamut. As an action on your turn you can produce a breath weapon that inflicts 10d10 untyped damage to those in range unless they succeed on a dexterity saving throw. Those that do save take half damage. This damage bypasses all resistances and immunities. If a creature is dropped to 0 hit points with this damage, it and all of its non-magical possessions turn to dust. (see the disintegrate spell for details) Once you use this ability, you can not do so again until you finish a long rest.
Draconic Knowledge
You gain proficiency in the Arcana and History skills.
Draconic Toughness
Prerequisite: 7th level
You can cast false life on yourself at-will as a 2nd-level spell, without expending a spell slot or material components.
Dragonsight
You can see normally in darkness, both magical and non magical, to a distance of 120 feet.
Aimed Breath
Prerequisite: Breath Weapon
You have learned to control the shape of your breath weapon to avoid hitting allies. When you use your breath weapon, it only affects enemies in range.
Entangling Exhalation
Prerequisite: Breath Weapon
When you use your breath weapon, you can choose to make it an entangling blast of energy. Your breath weapon deals 1d4 damage, but any creature that takes damage becomes restrained for 1d4 rounds. Any creature so restrained takes 1d8 damage of the same type as your breath weapon at the start of its turn. It can use its action to end the effect, and at the end of each turn it can attempt a Dexterity check against your breath weapon’s save DC to end the effect early. You can use this ability at-will. Multiple uses of this ability with the same energy type don’t stack. Multiple uses of this ability with different energy types overlap for the purposes of the restrained condition, but the damage from all energy sources is resolved independently. After the effect ends, the creature is immune to the same effect until the end of its next turn. The initial damage of the breath is increased by 1d4 damage at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Enthralling Voice
Prerequisite: 5th level
You can cast the spell enthrall at-will, without expending a spell slot.
Fivefold Breath of Tiamat
Prerequisite: 14th level, Draconic patron Tiamat, Breath Weapon
You learn to mimic the effects of the mighty breath weapon of Tiamat. You can, as an action on your turn use your breath weapon 5 times simultaneously. Each breath weapon is resolved independently and can be aimed at different targets. Each breath weapon corresponds to one of the five primary energy types: acid, lightning, poison, fire, and cold. Once you use this feature, you can not do so again until you finish a long rest.
Humanoid Shape
Prerequisite: 15th level
You can cast alter self at-will, without expending a spell slot.
Lingering Breath
Prerequisite: 9th level, Breath Weapon
When you use your breath weapon you can choose to have it linger as a cloud for 1 round. Any creature that enters or ends its turn inside the cloud takes half normal damage and/or feels the effects of the breath weapon, but only for half the normal duration. You can use this ability at-will.
Magic Insight
You can cast detect magic at will, without expending a spell slot. If you concentrate on a magic item for 1 minute, you learn its properties as if you had cast identify on the item.
Powerful Breath
Prerequisite: Breath Weapon
When you use your breath weapon, add your Charisma modifier to the damage it deals to each creature in range.
Sleep Breath
Prerequisite: 9th level, Breath Weapon
When you use your breath weapon, you can choose to breathe a sleep-inducing gas instead. Your breath weapon deals no damage, and all creatures affected must succeed on a Constitution save or be affected as by the sleep spell. Each creature can attempt a new save each round for the duration (2 rounds) to ignore the sleep effect for that round. After the effect ends, the creature is immune to the same effect until the end of its next turn. You may use this ability at-will.
Slow Breath
Prerequisite: 6th level, Breath Weapon
When you use your breath weapon, you can choose to breathe a magical slow effect instead, that distorts your enemy’s perception of time. Your breath weapon deals no damage and all creatures affected must succeed on a Wisdom save or be affected as by the slow spell. Each creature can attempt a new save each round for the duration (2 rounds) to ignore the slow effect for that round. After the effect ends, the creature is immune to the same effect until the end of its next turn. You may use this ability at-will.
Terrifying Roar
Prerequisite: 7th level
You can cast fear at will, without expending a spell slot. Your roar has a duration of 2 rounds. Any creature that succeeds on its Wisdom save is immune to your fear spells for 24 hours.
Voracious Dispelling
Prerequisite: 5th level
You can cast dispel magic once using a dragonfire adept spell slot. You can’t do so again until you finish a long rest.
Whispers of the Dragon
Prerequisite: 15th level
You can cast suggestion at-will, without expending a spell slot.
Wingstorm
Prerequisite: 13th level, Dragon Wings
While flying with your dragon wings, you can cast gust of wind at-will, without expending a spell slot as a bonus action. The gust only lasts 1 round each use.
DRAGONFIRE ADEPT SPELLS
Spell Level
Spells
0th
blade ward, dancing lights, friends, light, mage hand, message, minor illusion, prestidigitation, thaumaturgy, true strike, vicious mockery
1st
charm person, comprehend languages, disguise self, expeditious retreat, feather fall, grease, illusory script, instill vulnerability*, magic missile, ray of sickness, shield, silent image, sleep, thunderwave
2nd
arcane lock, cloud of daggers, darkness, detect thoughts, enlarge/reduce, hold person, invisibility, locate object, magic mouth, mirror image, misty step, ray of enfeeblement, shatter
3rd
bestow curse, glyph of warding, haste, hypnotic pattern, magic circle, remove curse, sending, sleet storm, stinking cloud, tongues, water breathing
4th
banishment, dimension door, fire shield, ice storm, stoneskin, wall of fire
5th
cloudkill, creation, hold monster, legend lore, scrying, telekinesis
DRACONIC PATRON BAHAMUT EXPANDED SPELL LIST
Spell Level
Spells
1st
color spray, protection from evil
2nd
calm emotions, heat metal
3rd
counterspell, gaseous form
4th
hallucinatory terrain, otiluke’s resilient sphere
5th
bigby’s hand, contact other plane
DRACONIC PATRON TIAMAT EXPANDED SPELL LIST
Spell Level
Spells
1st
chromatic orb, protection from good
2nd
crown of madness, blindness/deafness
3rd
animate dead, vampiric touch
4th
blight, phantasmal killer
5th
modify memory, planar binding
New Spell
Instill Vulnerability
1st-level necromancy
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You project your draconic majesty towards a creature that you can see within range. Until the spell ends, that creature gains vulnerability to one energy type of your choice. If the target is resistant to that energy type, it instead loses that resistance. If the target is immune to that energy, it instead becomes resistant to it. Also, the target has disadvantage on ability checks made to resist your breath weapon.
If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to instill vulnerability in a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
New Feat
Master of Invocations
Prerequisite: Know at least one invocation of any type
You have learnt to master any invocation, no matter its source.
When you gain a new invocation in your class you can choose one from either the warlock or dragonfire adept invocation lists, as long as you meet the prerequisites.
So, I actually took the homebrew made by xyianth (http://www.giantitp.com/forums/showthread.php?369033-Homebrew-Dragonfire-Adept-for-5e-PEACH) and I made some changes, that to me, appeal more to the class itself and to the former DFA from 3.5, and make it more different from the warlock (which I also loved in 3.5 and now it sucks)
Bare in mind that this is not a hard caster, it is aimed to be a field controller by using the breath weapon, thus the low damage.
Well, that's it for introductions, here you go, and please let me know what you think is overpowered or underpowered so I make the proper modifications. We are playing tomorrow so I'd like a little feedback. Thanks, and enjoy!
DRAGONFIRE ADEPT
http://www.wizards.com/dnd/images/dmag_gallery/100212.jpg
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon's breath and augment themselves with spells and draconic invocations, dragonfire adepts have access to powers normally beyond the reach of humanoids.
Dragonfire adepts are no masters of martial prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, dragonfire adepts learn powerful spells and invocations that allow them to access different draconic abilities. Cunning, hearty, and learned, dragonfire adepts can be war leaders or sages with equal ease.
A dragonfire adept is a student devoted to understanding the ways of dragons and emulating them. Evil dragonfire adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good dragonfire adepts are champions of justice and freedom, using their powers to aid others. Like a warlock, a dragonfire adept gains new powers automatically as she rises in level, tapping ever deeper into the draconic magic in her soul.
CREATING A DRAGONFIRE ADEPT
A dragonfire adept is a flexible character, with a handful of abilities to control the battlefield and able to provide support in combat and aid her allies directly or indirectly. While she lacks the capacity of a fighter or wizard for dealing damage, she is more resistant to damage and can use her abilities to make her comrades more effective.
As you choose a draconic patron and dragon type, make sure to choose the one that suits your personality best.
QUICK BUILD
You can make a dragonfire adept quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the acolyte background. Third, choose the blade ward cantrip, along with the 1st-level spell instill vulnerability.
Dragonfire Adept
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spells Slots
Slot Level
Invocations Known
1
+2
Draconic Patron, Spellcasting, Breath Weapon
1
1
1
1
0
2
+2
1
2
1
1
1
2
3
+2
Scales
2
2
2
1
2
4
+2
Ability Score Improvement
2
3
2
2
2
5
+3
3
2
2
2
2
6
+3
Expose Scales
3
4
2
2
3
7
+3
3
4
2
3
3
8
+3
Ability Score Improvement
3
5
2
3
3
9
+4
Energy Resistance
3
5
2
3
3
10
+4
Breath Expertise
3
6
3
4
4
11
+4
4
6
3
4
4
12
+4
Ability Score Improvement
4
7
3
4
4
13
+5
4
8
3
5
4
14
+5
Dragon Wings
4
8
3
5
5
15
+5
4
8
3
5
5
16
+5
Ability Score Improvement
4
9
3
5
5
17
+6
4
9
3
5
5
18
+6
Immunities
4
10
4
5
6
19
+6
Ability Score Improvement
4
10
4
5
6
20
+6
Draconic Mastery
4
10
4
5
6
CLASS FEATURES
As a dragonfire adept you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per dragonfire Adept level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragonfire adept level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History, Insight, Intimidation, Nature, Perception, Religion, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) a scholar’s pack
any simple weapon and two daggers
DRACONIC PATRON
At 1st level, you make a choice to follow the ideals of the metallic dragons in the service of Bahamut or to embrace your darker nature and follow Tiamat and her chromatic dragons. You have to choose a type of metallic or chromatic dragon. Your choice will grant you features when you advance in level in this class depending on your choice of dragon type. You may add double your proficiency bonus to any Charisma checks when interacting with metallic or chromatic dragons, depending on your draconic patron choice, even if you would otherwise not be proficient in them.
DRAGON MAGIC
Your draconic nature grants you a certain facility with spells. See chapter 10 for the general rules of spellcasting and the Dragonfire Adept Spells list at the end of the class description.
CANTRIPS
You know one cantrip of your choice from the dragonfire adept spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragonfire Adept table.
SPELL SLOTS
The Dragonfire Adept table shows how many spell slots you have. The table also shows what the level of those slots is; all your spell slots are the same level. To cast one of your dragonfire adept spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know one 1st-level spell of your choice from the dragonfire adept spell list.
The Spells Known column of the Dragonfire Adept table shows when you learn more dragonfire adept spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 8th level, for example, you learn a new dragonfire adept spell, which can be 1st, 2nd or 3rd 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 dragonfire adept spells, so 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 modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
SPELLCASTING FOCUS
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your dragonfire adept spells.
DRACONIC INVOCATIONS
As you awaken your draconic heritage, you acquire additional facets of draconic mysticism that imbue you with an abiding magical ability.
At 2nd level, you gain two draconic invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain dragonfire adept levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Dragonfire Adept table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
BREATH WEAPON
Your draconic patron and dragon type influences your draconic nature at a fundamental level. You gain a breath weapon that deals damage of the type indicated in the table below.
You can use your action to exhale destructive energy. Choose the size and shape (15 ft. cone or 5 by 30 ft. line) of this energy when you use it. All creatures in range must succeed on a Dexterity saving throw or take 1d8 damage. On a successful save, they take half damage. The save DC for this effect is based on your Constitution modifier. The type of damage is determined by your dragon type. This damage increases by 1d8 damage at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
BREATH ENERGY TYPE
Dragon Type
Damage type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
SCALES
At 3rd level, you grow a thin set of scales that match the color of your chosen dragon, but are not visible at first glance. These scales give you an AC of 13 + your Dexterity modifier when you aren’t wearing armor.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
EXPOSE SCALES
At 6th level, as a reaction in response to being hit with an attack you can expose your scales for a short period of time. Starting with the attack that triggered this reaction and lasting for 1 minute, you have damage reduction (bludgeoning, piercing and slashing) of equal to your proficiency bonus. Once you use this ability, you can not do so again until you finish a short or long rest.
ENERGY RESISTANCE
At 9th level, you gain resistance to your breath weapon energy types.
BREATH EXPERTISE
At 10th level, your mastery of your draconic nature improves enough for a secondary breath weapon type to emerge. Consult the table below to determine your new energy type. You cannot select a different dragon than you selected before. Whenever you use your breath weapon, you can select which of your two energy types to use. Additionally, your breath weapon’s range is doubled.
BREATH ENERGY TYPE
Dragon Type
Damage type
Black
Necrotic
Blue
Thunder
Brass
Radiant
Bronze
Thunder
Copper
Necrotic
Gold
Radiant
Green
Psychic
Red
Radiant
Silver
Force
White
Force
DRAGON WINGS
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. This ability works exactly like the Draconic Sorcerer ability Dragon Wings.
IMMUNITIES
At 18th level, you become immune to paralysis and magical effects that render you unconscious.
DRACONIC MASTER
At 20th level, you can draw on your inner reserve of draconic power to regain expended invocations and spell slots. You can spend 1 minute of inner reflection to regain all your expended invocations and spell slots. Additionally you restore the enduring power of your scales which allows you to use your Expose Scales ability again. Once you use this feature, you must finish a long rest before you can do so again.
DRACONIC INVOCATIONS
If a draconic invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
Baleful Geas
Prerequisite: 9th level
You can cast geas once using a dragonfire adept spell slot. You can’t do so again until you finish a long rest.
Beguiling Influence
You gain proficiency in the Deception and Persuasion.
Breath of the Night
Prerequisite: 12th level
You can cast fog cloud at-will, without expending a spell slot.
Discorporating Breath of Bahamut
Prerequisite: 14th level, Draconic patron Bahamut, Breath Weapon
You learn to mimic the effects of the mighty breath weapon of Bahamut. As an action on your turn you can produce a breath weapon that inflicts 10d10 untyped damage to those in range unless they succeed on a dexterity saving throw. Those that do save take half damage. This damage bypasses all resistances and immunities. If a creature is dropped to 0 hit points with this damage, it and all of its non-magical possessions turn to dust. (see the disintegrate spell for details) Once you use this ability, you can not do so again until you finish a long rest.
Draconic Knowledge
You gain proficiency in the Arcana and History skills.
Draconic Toughness
Prerequisite: 7th level
You can cast false life on yourself at-will as a 2nd-level spell, without expending a spell slot or material components.
Dragonsight
You can see normally in darkness, both magical and non magical, to a distance of 120 feet.
Aimed Breath
Prerequisite: Breath Weapon
You have learned to control the shape of your breath weapon to avoid hitting allies. When you use your breath weapon, it only affects enemies in range.
Entangling Exhalation
Prerequisite: Breath Weapon
When you use your breath weapon, you can choose to make it an entangling blast of energy. Your breath weapon deals 1d4 damage, but any creature that takes damage becomes restrained for 1d4 rounds. Any creature so restrained takes 1d8 damage of the same type as your breath weapon at the start of its turn. It can use its action to end the effect, and at the end of each turn it can attempt a Dexterity check against your breath weapon’s save DC to end the effect early. You can use this ability at-will. Multiple uses of this ability with the same energy type don’t stack. Multiple uses of this ability with different energy types overlap for the purposes of the restrained condition, but the damage from all energy sources is resolved independently. After the effect ends, the creature is immune to the same effect until the end of its next turn. The initial damage of the breath is increased by 1d4 damage at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Enthralling Voice
Prerequisite: 5th level
You can cast the spell enthrall at-will, without expending a spell slot.
Fivefold Breath of Tiamat
Prerequisite: 14th level, Draconic patron Tiamat, Breath Weapon
You learn to mimic the effects of the mighty breath weapon of Tiamat. You can, as an action on your turn use your breath weapon 5 times simultaneously. Each breath weapon is resolved independently and can be aimed at different targets. Each breath weapon corresponds to one of the five primary energy types: acid, lightning, poison, fire, and cold. Once you use this feature, you can not do so again until you finish a long rest.
Humanoid Shape
Prerequisite: 15th level
You can cast alter self at-will, without expending a spell slot.
Lingering Breath
Prerequisite: 9th level, Breath Weapon
When you use your breath weapon you can choose to have it linger as a cloud for 1 round. Any creature that enters or ends its turn inside the cloud takes half normal damage and/or feels the effects of the breath weapon, but only for half the normal duration. You can use this ability at-will.
Magic Insight
You can cast detect magic at will, without expending a spell slot. If you concentrate on a magic item for 1 minute, you learn its properties as if you had cast identify on the item.
Powerful Breath
Prerequisite: Breath Weapon
When you use your breath weapon, add your Charisma modifier to the damage it deals to each creature in range.
Sleep Breath
Prerequisite: 9th level, Breath Weapon
When you use your breath weapon, you can choose to breathe a sleep-inducing gas instead. Your breath weapon deals no damage, and all creatures affected must succeed on a Constitution save or be affected as by the sleep spell. Each creature can attempt a new save each round for the duration (2 rounds) to ignore the sleep effect for that round. After the effect ends, the creature is immune to the same effect until the end of its next turn. You may use this ability at-will.
Slow Breath
Prerequisite: 6th level, Breath Weapon
When you use your breath weapon, you can choose to breathe a magical slow effect instead, that distorts your enemy’s perception of time. Your breath weapon deals no damage and all creatures affected must succeed on a Wisdom save or be affected as by the slow spell. Each creature can attempt a new save each round for the duration (2 rounds) to ignore the slow effect for that round. After the effect ends, the creature is immune to the same effect until the end of its next turn. You may use this ability at-will.
Terrifying Roar
Prerequisite: 7th level
You can cast fear at will, without expending a spell slot. Your roar has a duration of 2 rounds. Any creature that succeeds on its Wisdom save is immune to your fear spells for 24 hours.
Voracious Dispelling
Prerequisite: 5th level
You can cast dispel magic once using a dragonfire adept spell slot. You can’t do so again until you finish a long rest.
Whispers of the Dragon
Prerequisite: 15th level
You can cast suggestion at-will, without expending a spell slot.
Wingstorm
Prerequisite: 13th level, Dragon Wings
While flying with your dragon wings, you can cast gust of wind at-will, without expending a spell slot as a bonus action. The gust only lasts 1 round each use.
DRAGONFIRE ADEPT SPELLS
Spell Level
Spells
0th
blade ward, dancing lights, friends, light, mage hand, message, minor illusion, prestidigitation, thaumaturgy, true strike, vicious mockery
1st
charm person, comprehend languages, disguise self, expeditious retreat, feather fall, grease, illusory script, instill vulnerability*, magic missile, ray of sickness, shield, silent image, sleep, thunderwave
2nd
arcane lock, cloud of daggers, darkness, detect thoughts, enlarge/reduce, hold person, invisibility, locate object, magic mouth, mirror image, misty step, ray of enfeeblement, shatter
3rd
bestow curse, glyph of warding, haste, hypnotic pattern, magic circle, remove curse, sending, sleet storm, stinking cloud, tongues, water breathing
4th
banishment, dimension door, fire shield, ice storm, stoneskin, wall of fire
5th
cloudkill, creation, hold monster, legend lore, scrying, telekinesis
DRACONIC PATRON BAHAMUT EXPANDED SPELL LIST
Spell Level
Spells
1st
color spray, protection from evil
2nd
calm emotions, heat metal
3rd
counterspell, gaseous form
4th
hallucinatory terrain, otiluke’s resilient sphere
5th
bigby’s hand, contact other plane
DRACONIC PATRON TIAMAT EXPANDED SPELL LIST
Spell Level
Spells
1st
chromatic orb, protection from good
2nd
crown of madness, blindness/deafness
3rd
animate dead, vampiric touch
4th
blight, phantasmal killer
5th
modify memory, planar binding
New Spell
Instill Vulnerability
1st-level necromancy
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You project your draconic majesty towards a creature that you can see within range. Until the spell ends, that creature gains vulnerability to one energy type of your choice. If the target is resistant to that energy type, it instead loses that resistance. If the target is immune to that energy, it instead becomes resistant to it. Also, the target has disadvantage on ability checks made to resist your breath weapon.
If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to instill vulnerability in a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
New Feat
Master of Invocations
Prerequisite: Know at least one invocation of any type
You have learnt to master any invocation, no matter its source.
When you gain a new invocation in your class you can choose one from either the warlock or dragonfire adept invocation lists, as long as you meet the prerequisites.