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Nifft
2016-03-03, 08:47 PM
Nifft's Dragonfire Adept


https://preview.ibb.co/bDf8n8/dragonfire_adept_tibbit.jpg (https://ibb.co/gU2cfT)


Golden eyes flashing, a human opens her mouth and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Dragonfire Adepts are linked to ancient pacts which intertwine the history of dragons, the elemental planes, and the primal magic of the world. Some sought this path; some were compelled to partake of the ancient pacts by the mere knowledge of the secrets they uncovered; yet others were compelled by circumstances beyond their control; and some few obtained their pact binding by a hereditary blessing or curse.

Whether you come as a courier, a councilor, or a conqueror, none can ignore you when you speak with a tongue of fire.


Class Features
As a Dragonfire Adept, you gain the following class features.

Hit Points
Hit Dice: 1d8 per adept level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per binder level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of gaming set or one musical instrument
Languages: You can read, write, and speak Draconic

Saving Throws: Constitution and Charisma
Skills: Choose any three from Arcana, Deception, History, Intimidation, Insight, Investigation, Performance, Persuasion, and Religion

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 scholar's pack or (b) a diplomat's pack
* Leather armor, any simple weapon, and two daggers


Breath Weapon
Starting at 1st level, you can exhale a line of scorching flame 30 feet long and 5 feet wide which deals 3d8 Fire damage. Each creature in the line must make a Dexterity saving throw; on success, the creature takes half damage.

Once you use your breath weapon, it is expended, and can't be used again until it recharges. If you start your turn with your breath weapon expended, roll 1d6 before taking any actions. On a result of 5 or 6, your breath weapon recharges, and can be used again any time after. Some Invocations may give you special options on the turn when your breath weapon recharges.

At 2nd level, you learn a Breath Effect, which gives you more options with your breath weapon. All of your breath weapons become unavailable while any one of them is expended; all of them become available again when your breath weapon recharges. You learn a new Breath Effect at levels 5, 8, 11, 14, and 17.

At 4th level, your breath weapon deals 4d8 damage. At 7th level, the damage increases to 5d8. At 10th level, the damage increases to 6d8. At 13th level, the damage increases to 7d8. At 16th level, the damage increases to 8d8. At 19th level, the damage increases to 10d8.

At 5th level, you may use your breath weapon to breathe a 15 foot cone of fire or a 30 foot line of fire. Some of your other breath effects, such as Frost Breath, can also be used as either a cone or a line. Some breath effects can only be used as either a cone or a line, such as Lightning Breath (line only) or Slow Gas (cone only).

At 10th level, your breath weapons can be used as 60 foot lines (5 feet wide) or 30 foot cones.

At 18th level, your breath weapons can be used as 120 foot lines (10 feet wide) or 60 foot cones.

You use your Constitution modifier when setting the saving throw DC for your dragonfire adept breath weapon effects.


Breath save DC = 8 + your proficiency bonus + your Constitution modifier

Attune Allies
At the end of a long rest or a short rest you can attune any number of allies you can see. This attunement makes the ally immune to your breath weapon damage and effects until you revoke the attunement as an action, or until 24 hours have passed.

Dragon Magic
Your breath weapons are magical, but they are not spells. You can use your breath weapons in areas of magical Silence, for example, unless otherwise noted. Creatures that get a bonus to saving throws against spells can't apply that bonus to your breath weapon, but creatures that get a bonus against magic in general can.


Pact Magic
At first level, you learn two spells from the following list:
- Absorb Elements
- Chromatic Orb
- Command
- Earth Tremor
- False Life
- Healing Word

You do not learn any other spells from this class, except as indicated by your Aspiration features, Paragon features, and your Draconic Invocations.

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 of your spell slots are the same level. To cast one of your warlock 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 5th 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.

Spellcasting Ability
Charisma is your spellcasting ability for your dragonfire adept 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 modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your dragonfire adept spells.

Draconic Invocations
In your study of primal draconic power and pacts, you have unearthed arcane invocations, fragments of lost knowledge 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.


Draconic Aspiration
At 3rd level, you choose your initial aspiration.

Disciple of the Claw - You focus on the physical aspects of draconic power.
Disciple of the Eye - You focus on the preternatural perception of dragons.
Dragon Samurai - You blend the power of dragons with martial combat.
Faerie Fabulist - You have purloined some of the best tricks of the Faerie dragons.
Loredrake - Dragons were the first keepers of arcane lore. You follow in their clawed footsteps.
Voice of the Dragon - Whether you come as a diplomat, demagogue, or dictator, none can ignore your words.


Draconic Paragon
Dracolexi - Your meditations upon the language of dragons has revealed some of their esoteric linguistic secrets.
Elemental Master - Within dragons, there is raw elemental power. You will make that power your own.
Hidecarved Dracolyte - You have emblazoned runes of arcane might onto your scaly hide.
Sacred Warder of Bahamut - You seek to emulate the compassion of the benevolent king of metallic dragons.
Shadow Delver — You infuse yourself with the unusual elemental essence of shadow dragons.
Unholy Ravager of Tiamat - You have pledged your service to the diabolical queen of chromatic dragons.


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.

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.


Legendary Apotheosis
You have unlocked some powers of legendary dragons.

Legendary Reserves: If you have zero spell slots when you roll initiative, you immediately recover one spell slot.

Legendary Resistance: If you fail a saving throw, you can choose to succeed instead. You can't use this ability again until you've completed a long rest or a short rest.



Draconic Aspirations

Disciple of the Claw
Spells:
- Level 3: Alter Self
- Level 5: Vampiric Touch
- Level 7: Fire Shield
- Level 9: Bigby's Hand — The "hand" looks like a draconic claw.

Level 3: You grow claws. You are proficient with these claws, which enhance your unarmed strikes and deal 1d8 damage. When you hit with one of your claws, you can use your bonus action to ___________.

Level 6: When you use the Attack action to make an attack with your claws, make two attacks instead of one.

Level 9: When you use your action to cast a spell or use your breath weapon, you may spend a Bonus action to make two claw attacks.


Disciple of the Eye
Spells:
- Level 3: Beast Sense, Blur
- Level 5: Clairvoyance, Hypnotic Pattern
- Level 7: Arcane Eye
- Level 9: Scrying

Level 3: You have Advantage on Insight and Perception checks.

Level 6: Fearsome Strike: Your attacks come from unexpected angles. Once per turn when you hit a creature with a melee attack, you can deal an additional 1d8 psychic damage, and the creature must make a Wisdom saving throw against your Breath Weapon DC or become Frightened of you until the end of your next turn. At 16th level, you instead deal an additional 2d8 psychic damage.

Level 9: You gain Blindsight out to 30 feet. You can cast See Invisibility or Arcane Eye without spending a spell slot or any components a number of times equal to your Constitution modifier. All expended uses return when you complete a long rest.


Dragon Samurai
Spells:
- Level 3: Enhance Ability
- Level 5: Elemental Weapon
- Level 7: Elemental Bane
- Level 9: Circle of Power

Level 3: When you join the Order of Dragon Samurai at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Level 6: When you use the Attack action on your turn, make two attacks instead of one.

Level 9: When you use a breath weapon that deals damage, your weapon attacks become infused with elemental energy. Your weapon attacks deal extra damage equal to your Constitution modifier until the end of your next turn. The type of extra damage is the same as the type of damage your breath weapon inflicted.


Faerie Fabulist
Spells:
- Level 3: Calm Emotions, Suggestion
- Level 5: Nondetection
- Level 7: Greater Invisibility
- Level 9: Mislead

Level 3: Chaotic Spellcasting: When you roll initiative, roll 1d6 to determine which bonus spell you temporarily learn:
1 — Color Spray
2 — Faerie Fire
3 — Mirror Image
4 — Misty Step
5 — Silent Image
6 — Tasha's Hideous Laughter
You know this spell until the next time you roll Initiative.

Level 6: You learn the cantrips Dancing Lights, Mage Hand, and Minor Illusion. Additionally, you can Concentrate for 1 minute to channel energies from the Feywild. These chaotic energies alter the color and pattern of 21 square yards of fabric, or one outfit.

Level 9: When you use a breath weapon that does not deal damage, you can spend a Bonus action to turn Invisible for 1 minute. You must Concentrate to remain invisible (exactly like a spell effect).


Loredrake
Spells:
- Level 3: Detect Thoughts, Locate Object
- Level 5: Magic Circle, Protection from Energy
- Level 7: Elemental Bane, Locate Creature
- Level 9: Contact Other Plane, Legend Lore — When you cast the Contact Other Plane spell, your call may be answered by a living ancient dragon, a brooding draco-lich, an ascended draconic demigod, or some other mysterious draconic entity, at the DM's option.

Level 3: Learn one spell of 2nd level or lower from any spell list. (Not a cantrip.) This spell is considered a Dragonfire Adept spell for you.

Level 6: You gain an additional spell slot.

Level 9: Learn one spell of 5th level or lower from any spell list. (Not a cantrip.) This spell is considered a Dragonfire Adept spell for you.


Voice of the Dragon
Spells:
- Level 3: Suggestion, Zone of Truth
- Level 5: Enthrall, Sending
- Level 7: Divination
- Level 9: Geas, Modify Memory

Level 3: You have Advantage on all Charisma ability or skill checks you make using the Draconic language.

Level 6: Thundering Strike: Once per turn when you hit a creature with a melee attack, you can deal an additional 1d8 thunder damage, and the creature must make a Strength saving throw against your Breath Weapon DC or fall Prone. At 16th level, you deal an additional 1d8 thunder damage (for a total of 2d8 thunder damage).

Level 9: Adoration of the Frightful: If a creature that is Frightened of you can hear you and understand your words, you can spend an action to make that creature Charmed instead of Frightened.



Draconic Paragons


Dracolexi
Level 11: Draconic Words: You can speak a word of power as a Bonus action to affect yourself or another creature within 30 feet. You can use your Draconic Words in any combination, using the same word several times, or using different words each time. You can affect any specific creature only once with your Draconic Words until you've completed a long rest; after a long rest, you can affect each specific creature one more time. At 11th level, you learn two draconic words:
* Burn (valignat)
- The target must make an Intelligence saving throw vs. your Spell DC or suffer 5d6 Fire damage.
* Flee (osvith)
- If you target an ally, the target's speed increases by +10 feet for one minute; or
- If you target an enemy, the target must make a Wisdom saving throw vs. your Spell DC or be Frightened of you for one minute.
* Prolong (ssearth)
- If you target an ally, the target is healed 20 hit points; or
- If you target an enemy, the target doesn't roll a d6 to recharge any abilities. The target makes a Charisma saving throw at the end of each turn to end this effect.
* Replenish (veschik)
- Remove one level of Exhaustion from the target; or
- If you target a friendly spellcaster, that spellcaster recovers 5 levels of spell-slots.
* See (Ocuir
- For one hour, the target doesn't suffer disadvantage due to visibility conditions on Insight, Investigation, Perception, or Survival checks; or
- For one minute, the target doesn't suffer disadvantage on attacks or saving throws due to any vision-related conditions, including blindness or invisibility.
* Speak (renthisj)
- For one hour, the target can be understood by all creatures who can speak at least one language; or
- For one minute, the target can't suffer disadvantage on any Charisma checks which involve speaking, and the target's lies can't be detected by magic.

Level 13: You learn two additional Draconic Words .

Voice in Silence: On the turn when your breath weapon recharges, you can use a Draconic Word or cast a spell which includes a verbal component even if you are in a zone of Silence or otherwise unable to speak.

Level 15: You can cast Power Word Stun without using a spell slot or any components. You can't use this ability again until you've completed a long rest or a short rest.

Level 17: You can cast one of the following spells without using a spell slot or any components: Symbol, Power Word Heal, Power Word Kill. You can't use this ability again until you've completed a long rest.


Elemental Master
Level 11: You learn the spells Conjure Minor Elementals and Conjure Elemental.

Level 13: Choose one elemental damage type: acid, cold, fire, or lightning. When you cast a spell or use your breath weapon to deal damage of this type, you may ignore Resistance.

Level 15: Animate Breath: On the turn after you use your breath weapon to deal acid, cold, fire, or lightning damage, you can use your action to cast Conjure Elemental (requiring only 1 action instead of 1 minute) without expending a spell slot or using any components. An elemental conjured in this way requires your Concentration as usual, but only lasts for 1 minute. You can't use this ability again until you've completed a long rest or a short rest.

Level 17: You can cast the spell Shapechange without using a spell slot or any components, but you can only transform into creatures of the Dragon or Elemental type. You can't use this ability again until you've completed a long rest or a short rest.


Hidecarved Adept
Special: You must already know the Draconic Invocation Adamant Scales to pursue this Draconic Paragon. You may never retrain that invocation.

Level 11: Adamant Body: You gain Resistance to poison, necrotic, and radiant damage. When you use your breath weapon, you gain temporary hit points equal to your Constitution modifier.

Level 13: Adamant Mind: You have Advantage on all saving throws against spells. Whenever you succeed on a saving throw against a hostile spell, you can use your reaction to force the spellcaster to make a Charisma saving throw vs. your Breath Weapon DC or suffer psychic damage equal to your breath weapon's normal damage.

Level 15: Adamant Heart: You can use your action to end one effect on yourself that is causing you to be charmed, frightened, paralyzed, or stunned. You can take this action while paralyzed or stunned. When you take this action, you gain temporary hit points equal to your Constitution modifier.

Level 17: Adamant Perfection: You gain Resistance to bludgeoning, piercing, and slashing damage.


Sacred Warder of Bahamut
Special: You must be good to pursue this Draconic Paragon.

Level 11: Breath Effect: Platinum Radiance (line) - Your breath weapon deals Radiant damage instead of Fire. Undead creatures and fiends have disadvantage on the saving throw. Additionally, when you use a breath effect that does not deal damage, you can spend a Bonus action to make an attack.

Level 13: You can cast either Divine Word or True Seeing without using a spell slot or any components. You can't use this ability again until you've taken a long rest or a short rest.

Level 15: Dragon Shapes: You can cast Animal Shapes without using a spell slot or any components, with the following difference: you and your allies turn into Large or smaller dragons of challenge rating 10 or less, instead of turning into beasts. You can't use this ability again until you've completed a long rest.

Level 17: Platinum Aura: You can cast Holy Aura without using a spell slot or any components. You can't use this ability again until you've completed a long rest or a short rest.


Shadow Delver
Special: You must already know the Draconic Invocation Shadow Adaptation to pursue this Draconic Paragon. You may never retrain that invocation.

Level 11: Breath Effect: Shadow Breath (line or cone) - Your breath weapon deals Necrotic damage instead of Fire. If your Necrotic breath weapon kills a small or medium humanoid, you can use a Bonus action to animate one such corpse as though you had cast Animate Dead. You can only have one such undead servitor at a time.

Level 13: One with Shadows: When you use your Shadow Breath, you are temporarily infused with elemental shadow energy. You gain resistance to all damage that isn't Radiant, Force, or Psychic until the end of your next turn. Additionally, when you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or a reaction.

Level 15: Shadow Dodge: When you are hit by an attack and the attack's damage type isn't Radiant, Force, or Psychic, you can use your Reaction to halve the attack's damage against you.

Level 17: Shadow Servitors: If your Necrotic breath weapon kills one or more small or medium humanoid(s), you can use a Bonus action to create one Shadow Servitor. Shadow Servitors have the same statistics as the Shadow monster, with the following exception: humanoids killed by Shadow Servitors do not rise as Shadows. You can control up to four Shadow Servitors. Your Shadow Servitors are all destroyed if you are exposed to direct sunlight, or at dawn, whichever comes first. Until that time, or until they are destroyed by other means, your Shadow Servitors obey your verbal commands to the best of their ability.


Unholy Ravager of Tiamat
Special: You must be evil to pursue this Draconic Paragon.

Level 11: Tiamat's Fangs: Once per turn when you hit with a claw attack or melee weapon attack, you can cause the attack to inflict an extra 1d8 damage of any type associated with Tiamat (acid, cold, fire, lightning, or poison). At 18th level, the extra damage increases to 2d8.

Level 13: Fivefold Breath of Tiamat: Breath Effect (line and cone) — You must spend a Pact Magic spell slot to use this breath effect. Four spectral dragon heads appear behind you, and you and the four heads simultaneously unleash a terrible barrage of destruction. You exhale a cone or line of fire, a cone or line of cold, a cone of poison, a line of lightning, and a line of acid. Each of these breath weapons can be targeted separately, overlapping if you wish, and each deals 3d8 damage of the appropriate type with a separate saving throw for half. (Constitution save for the cold and poison; Dexterity save for the other three.)
At 16th level, each deals 4d8 damage.
At 19th level, each deals 5d8 damage.

Level 15: You can cast Dominate Monster without using a spell slot or any components; at 17th level you cast this spell as though you used a 9th level spell slot. You can't use this ability again until you've taken a long rest or a short rest.

Level 17: You can cast True Polymorph to turn yourself into a chromatic dragon without using a spell slot or any components. You can't use this ability again until you've completed a long rest or a short rest.





Level
Proficiency Bonus
Features
Spell Slots
Spell Level
Breath
Invocations


1st
+2
Attune Allies, Breath Weapon (30 ft. line), Pact Magic
1
1st
3d8



2nd
+2
Draconic Invocations
2
1st
1
2


3rd
+2
Draconic Aspiration
2
2nd
1
2


4th
+2
Ability Score Improvement
2
2nd
1
2


5th
+3
Breath Effect
2
3rd
2
3


6th
+3
Aspirant Feature
2
3rd
2
3


7th
+3

2
4th
2
4


8th
+3
Ability Score Improvement
2
4th
3
4


9th
+4
Aspirant Feature
2
5th
3
5


10th
+4
Pact Tradition Feature
2
5th
3
5


11th
+4
Archetype Aspect
3
5th
3
5


12th
+4
Ability Score Improvement
3
5th
3
6


13th
+5
Archetype Aspect
3
5th
3
6


14th
+5
Pact Tradition Feature
3
5th
3
6


15th
+5
Archetype Aspect
3
5th
3
7


16th
+5
Ability Score Improvement
3
5th
3
7


17th
+6
Archetype Aspect
4
5th
4
7


18th
+6
Pact Tradition Feature
4
5th
4
8


19th
+6
Ability Score Improvement
4
5th
4
8


20th
+6
Draconic Apotheosis
4
5th
4
8




Breath Effects



Minimum Level
Breath Effect
Shape(s)
Benefit


2nd
Acid Breath
Line
Inflict Acid damage.


2nd
Frost Breath
Line or cone
Inflict Cold damage vs. Constitution save.


2nd
Lightning Breath
Line only
Inflict Lightning damage.


5th
Poison Breath
Cone
Inflict Poison damage vs. Constitution save, and creatures who fail their save are Poisoned for 5 rounds.


5th
Slow Gas
Cone
Save vs. Constitution or take no reactions and only a single action (or bonus action) each turn for 5 rounds.


5th
Weakness Gas
Cone
Save vs. Strength or suffer disadvantage on Strength-based attacks, Strength checks, and Strength saving throws for 5 rounds.


11th
Cloud Breath
Special
When you use a breath weapon that can be used as a cone, you can instead use it as a 20 ft. sphere centered on yourself.


11th
Counterbreath
Special
As a Reaction, use one of your damaging breath weapon for half damage; you and allies within the area of the breath weapon take half damage from one acid, cold, fire, lightning, or poison effect.


11th
Repulsion
Cone
Save vs. Strength or get pushed 30 feet away.


11th
Sleep Gas
Cone
Save vs. Constitution or fall Unconscious for 1 minute.


17th
Enduring Breath
Special
Creatures that fail a save vs. damaging breath weapon suffer the effect of that breath weapon on the next turn.


17th
Paralysis Gas
Cone
Save vs. Constitution or be Paralyzed for 1 minute.




Draconic Invocations

Adamant Scales
Your skin is covered in tough draconic scales. You can add your Constitution modifier to your AC instead of your Dexterity.

At 8th level, you can add your Constitution modifier +1 to your AC instead of your Dexterity.

At 16th level, you can add your Constitution modifier +2 to your AC instead of your Dexterity.


Deafening Roar
You learn the spell Thunderwave, which is favored by bronze and white dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to cause one creature which failed its saving throw against your breath weapon to become deafened. The target may make a Constitution saving throw at the end of each turn to end the deafness.


Draconic Knowledge
You learn two languages of your choice.

You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

You always correctly identify the tracks, markings, and spoor of any creature of the Dragon type. You always correctly identify dragons you can see, no matter how they may be disguised.


Entangling Exhalation
You learn the spell Entangle, which is favored by black and green dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to cause one creature which failed its saving throw against your breath weapon to become restrained by the lingering elemental energy. The target may make a Strength saving throw each round to break free, or until it has spent three turns restrained, at which point the elemental energy dissipates.


Magic Insight
You can cast the spell Detect Magic without using a spell slot or expending any components.

If you are permitted to freely touch, smell, and taste an object for 1 minute, you can cast Identify on that object without spending a spell slot or expending any components. You can't use this ability again until you've completed a long rest or a short rest (due to the lingering flavors).

You always know when you're touching a magic item.


Wyrmtongue
You learn the spells Comprehend Languages and Charm Person, which are favored by brass and green dragons.

Choose two of the following skills: Deception, Intimidation, Insight, or Persuasion. You gain proficiency in those skills.


Aquatic Adaptation (level 5+)
You can breathe underwater.

You learn the spells Water Breathing, which is favored by black and gold dragons, and the spell Create or Destroy Water, which is favored by blue dragons.

You can choose to exhale a blast of steam instead of fire, in the same area that you could exhale fire. The steam deals fire damage to creatures, but does not set unattended objects on fire, and you can use your steam breath underwater without penalty.


Blinding Blast (level 5+)
You learn the spells Blinding Smite and Daylight, which are favored by silver and gold dragons.

Immediately after use your breath weapon to deal fire, lighting, or radiant damage, you can use a bonus action to cause one creature which failed it saving throw against your breath weapon to become blinded. The target may make a Constitution saving throw at the end of each turn to end the blindness.


Boreal Rover (level 5+)
Ice and snow are not difficult terrain for you. (Terrain that would be difficult without ice or snow remains difficult.)

Fog, sleet, and snow do not obscure your sight.

You learn the spells Fog Cloud and Sleet Storm, which are favored by silver and white dragons.


Desert Dweller (level 5+)
You learn the spells Gust of Wind and Create Food and Water, which are favored by blue and brass dragons.

On the turn when your breath weapon recharges, you can use your action to cast the spell Dust Devil without using a spell slot.


Draconic Aura of Vigor (level 5+)
You learn the spells Bless and Aura of Vitality, which are favored by gold and red dragons.

When you complete a short rest, you and all allies you can see whose current hit points are less than half maximum hit points are healed. This healing is enough to improve the target's current hit points to exactly half maximum.


Draconic Emissary (level 5+)
You learn the spells Disguise Self and Tongues, which are favored by copper and gold dragons.

On the turn when your breath weapon recharges, you can use your action to cast the spell Command without using a spell slot. (If you don't know the spell Command, then this free casting is as though you used a 1st level spell slot. If you do know the spell Command, then this free casting is as though you used your highest level spell slot.)


Draconic Toughness (level 5+)
Whenever you gain temporary hit points, add half your level (rounded down) to the temporary hit points gained.

You can spend an action to grant yourself temporary hit points equal to your Constitution modifier.


Frightful Presence (level 5+)
You learn the spells Fear and Phantasmal Force, which are favored by red and blue dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to cause one creature which failed its saving throw against your breath weapon to become Frightened of you until the end of your next turn.


Shadow Adaptation (level 5+)
You learn the spells Darkness and Silence, which are favored by black and shadow dragons.

You gain Darkvision 60 ft., and your Darkvision penetrates magical darkness.

You gain resistance to necrotic damage.


Voracious Dispelling (level 5+)
You learn the spells Counterpsell and Dispel Magic, which are favored by wise old dragons.

When your breath weapon deals damage to a creature which is under the effect of a spell that could be dispelled, that creature suffers extra damage equal to your Charisma bonus, and the DM tells you that the target has a dispellable spell on it.

Immediately after you use your breath weapon, you can spend a Bonus action to attempt to dispel one spell from a creature that failed its saving throw against your breath weapon, or from an ally in the area of your breath effect. Roll an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.


Wyrm Visions (level 5+)
You learn the spells Major Image and See Invisibility, which are favored by copper and red dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to negate concealment of one creature which failed its saving throw against your breath weapon. That creature can't hide or become Invisible until the end of your next turn.


Energy Adaptation (level 9+)
You can use your action to give yourself resistance to one elemental damage type for 24 hours, or until you use this ability again to choose a different damage type. You may choose to gain resistance to acid, cold, fire, lightning, or poison damage.

You can spend a Pact Magic spell slot to switch to a different damage type as a reaction.


Mountain Roots (level 9+)
You learn the spells Stone Shape and Transmute Rock, which are favored by red and silver dragons.

You are sure-footed. You have advantage on any save or check to avoid falling prone or otherwise falling.


Tempest Borne (level 9+)
You learn the spells Control Water and Wind Wall, which are favored by silver and bronze dragons.

Your skill checks don't suffer disadvantage and your movement isn't impeded due to high winds or heavy precipitation.


Verdant Serpent (level 9+)
You learn the spells Insect Plague and Spike Growth, which are favored by black and green dragons.

You can't be Poisoned.


Energy Immunity (level 18)
You can use your action to give yourself immunity to one elemental damage type for 24 hours, or until you use this ability again to choose a different damage type. You may choose to gain immunity to acid, cold, fire, lightning, or poison damage.

You can spend a Pact Magic spell slot to switch to a different damage type as a reaction.


Lord of the Sky (level 18)
The flight speed provided by your Dragon Wings is your current speed plus 30 feet.

Nifft
2016-03-03, 08:50 PM
Reserving one post for overflow.

Please let me know what you all think!

JNAProductions
2016-03-03, 09:06 PM
THAT PICTURE! Mm. That picture. Perfect.

I see you decided to make them skill monekyish as well, with three skills.

3d8 is a little high for something usable every three turns. Compared to my 1d6, it's one point of damage higher on average, but because of its power, it's liable to make encounters shorter, increasing its effective DPR.

Attune Allies should be limited. I stuck a limit on mine to make it so it doesn't become a raw force multiplier.

...

YOU MADE THIS A FULL CASTER! STOP RIGHT THERE!

Okay. I'm going to look it over. But this is a FULL CASTER CLASS. WITH A BREATH WEAPON THAT PUTS THE DRAGONBORN'S TO SHAME.

Legendary Apotheosis is too strong. That lets you toss a spell and a breath attack every single encounter.

Disciple of the Claw is almost Monk strong, early on. Less attacks, but higher damage die.

BLANKET ADVANTAGE ON INSIGHT AND PERCEPTION! No. Bad. Overpowered.

Unlimited Frightening at level 6. Also overpowered.

Blindisght 30' at level 9 when Rogues have to wait much longer for much less? Overpowered, again.

Dragon Samurai is fine.

Faerie is fine.

Loredrake is too much. A bonus spell slot is HUGE on a Warlock style caster.

Dracolexei is pretty powerful, but maybe okay?

Elemental Master is way too much extra short rest power.

Adamant Body has to specify how long they last (not that it matters, because they can get replenished every 3 rounds).

Adamant Mind is too much.

Sacred Warder is okay, except for Animal Forms. Much too powerful.

I'm honestly stopping right here. This class is blatantly overpowered. It's a full caster with WAY TOO MUCH else going for it.

Nifft
2016-03-03, 09:25 PM
Ah, dang.

I was afraid of that.

Guess I'll have to re-work a bunch of stuff.

Thanks.

JNAProductions
2016-03-03, 09:27 PM
Post again when it's reworked. You've done good work in the past-you just goofed a little this time.

Irish Musician
2016-03-04, 04:34 PM
Just popped in to say that the picture is freaking amazing and I love it.

Carry on.

JNAProductions
2016-03-04, 04:37 PM
Just popped in to say that the picture is freaking amazing and I love it.

Carry on.

Definitely agreed on that. That picture is awesome.

Ziegander
2017-01-22, 06:01 PM
Sorry for the necromancy, but I have to ask: What are the Pact Tradition Features granted at levels 10, 14, and 18? Nothing, I assume? An abandoned design quirk? I think this is a solid class that could use a few tweaks, but I have a player about to join a game with one of these and I was just curious. Get back to work on this Nifft!

Nifft
2017-01-22, 10:16 PM
Sorry for the necromancy, but I have to ask: What are the Pact Tradition Features granted at levels 10, 14, and 18? Nothing, I assume? An abandoned design quirk? I think this is a solid class that could use a few tweaks, but I have a player about to join a game with one of these and I was just curious. Get back to work on this Nifft!

Looks like I was going to do something there, but I did something different instead -- like at 10th level you get a bigger area breath weapon, not a "Pact Tradition" anything.

Thanks for the catch!