JNAProductions
2018-07-06, 02:22 PM
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose any two from Athletics, Acrobatics, Arcana, History, Nature, Religion, Insight, Perception, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather armor, (b) scale mail (if you are proficient in it), or (c) chain mail (if you are proficient in it)
-Any two weapons you are proficient in (and twenty pieces of ammo, if needed)
-(a) Any melee weapon you are proficient in or (b) a shield (if you are proficient in it)
-Any one pack
Dragonfire Adept
Level
Proficiency Bonus
Features
Invocations
Breath Effects
1st
+2
Breath Weapon, Archetype
-
-
2nd
+2
Invocations
2
-
3rd
+2
Breath Effects
2
1
4th
+2
Ability Score Improvement
3
1
5th
+3
Improved Breath Weapon
3
1
6th
+3
Archetype Feature
3
2
7th
+3
Dragonkin
4
2
8th
+3
Ability Score Improvement
4
2
9th
+4
Archetype Feature
5
3
10th
+4
Draconic Nature
5
3
11th
+4
Greater Breath Weapon
5
3
12th
+4
Ability Score Improvement
6
4
13th
+5
Archetype Feature
6
4
14th
+5
-
7
4
15th
+5
Draconic Body
7
5
16th
+5
Ability Score Improvement
7
5
17th
+6
Perfected Breath Weapon
8
5
18th
+6
Apotheosis
8
6
19th
+6
Ability Score Improvement
8
6
20th
+6
Archetype Feature
9
6
Breath Weapon-At level one, you gain a breath weapon. As an action, you expel a 15' cone or 30' line of elemental force, dealing damage based on your archetype and breath effects. This attack does 1d6 points of damage, and anyone affected can make a Dexterity save to halve the damage against DC 8+your proficiency modifier+your Constitution modifier.
As a bonus action, you may touch someone and render them immune to the effects of your breath weapon until they take a long rest, you remove this protection as a bonus action, or 24 hours pass, whichever comes first. You are always immune to your own breath weapon.
Archetype-Also at level one, choose how you've gained your powers. You can either focus on your ancestry, be it Chromatic or Metallic, be a Dragon Blessed, or be a Dragon Knight.
Invocations-At level two, you gain two invocations of your choice that you qualify for. You gain more as indicated on the table. Additionally, when you level up in this class, you may replace a single Invocation you have with another that you qualify for. If you possess an Invocation that has another Invocation as a prerequisite, you cannot replace the prerequisite Invocation.
Breath Effects-At level three, you gain an additional breath effect that you qualify for. You gain more as indicated on the table. Note that, unless otherwise indicated, you CANNOT combine breath effects. Finally, when you level up in this class, you may replace a single Breath Effect with another you qualify for. If you possess a Breath Effect that has another Breath Effect as a prerequisite, you cannot replace the prerequisite Breath Effect.
Ability Score Improvement-Usual levels, usual deal.
Improved Breath Weapon-At level five, your breath weapon becomes more powerful. The range increases to 20' cone or 40' line, and you deal 3d6 damage base now.
Dragonkin-At level seven, you have an affinity for dragons. You gain advantage on Charisma checks made against dragons, and in general, they will treat you more favorably than they would otherwise. (Note that many dragons will still just eat you. They might just say sorry beforehand.)
Draconic Nature-At level ten, you gain somewhat the aspect of a dragon. You have advantage on saves made against a dragon's Frightful Presence, and resistance to the damage dealt by their breath weapons or, if they do not deal damage, advantage on saves against them.
Greater Breath Weapon-At level eleven, your breath weapon becomes stronger still. It is now a 25' cone or 50' line, and deals 5d6 base damage.
Draconic Body-At level fifteen, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Perfected Breath Weapon-At level seventeen, your breath weapon becomes more powerful than ever. It is now a 30' cone or 60' line, and deals 8d6 damage.
Apotheosis-At level eighteen, you are truly one with your draconic nature. Your skin becomes thicker and scalier, granting you a +1 to AC, and you may, once per short rest, use a dragon's Frightful Presence. As an action, all creatures within 120' of you of your choice must make a DC 8+your proficiency modifier+your Charisma modifier Wisdom save or become Frightened of you for one minute. It may repeat the save at the end of each of its turns, ending the effect on a success. Once a save is made, the creature is immune to this until it takes a rest.
Chromatic Ancestry
Chromatic Ancestry-At level one, you find which dragon was part of your ancestry. Black, blue, green, red, or white. Your breath weapon does the appropriate elemental damage, and you gain resistance to that type of damage as well.
Fearsome Breath-At level six, your breath weapon deals additional damage equal to your Charisma modifier.
Hoard Of Treasure-At level nine, you gain the ability to amass a great hoard. As part of this, your attunement limitation is increased by one, as you must be able to USE all your treasures.
Potent Breath-At level thirteen, your breath weapon ignores resistance to its damage.
Chromatic Fury-At level twenty, you may, once per short rest, use your breath weapon as a bonus action.
Metallic Ancestry
Metallic Ancestry-At level one, you find which dragon was part of your ancestry. Brass, bronze, copper, gold, or silver. Your breath weapon does the appropriate elemental damage, and you gain resistance to that type of damage as well.
Protective Nature-At level six, you may designate a number of creatures up to your Charisma modifier within 30' of you to be immune to your breath weapon as a bonus action. This protection lasts until the target completes a long rest, or you remove the protection (from one target) as a bonus action.
Metallic Toughness-At level nine, you gain an additional nine HP. In addition, whenever you gain a level in this class, you gain one extra HP.
Protector Great And Small-At level thirteen, you gain the ability to interpose yourself in between an attack and an ally. As a reaction when an ally is about to be targeted while adjacent to you, you and the ally switch places, causing you to be targeted instead.
Metallic Fury-At level twenty, you may, once per short rest, cause your breath weapon to deal maximum damage.
Dragon Blessed
Holy Dragons-At level one, you gain proficiency in medium armor and shields. In addition, you gain any one Cleric cantrip of your choice, with Charisma as your casting modifier. Your breath weapon deals radiant damage.
Spellcasting-At level six, you gain proper spellcasting, including a second Cleric cantrip. You draw your spells from the Cleric spell list, using Charisma as your casting stat, and may prepare a number equal to half your Dragonfire Adept level plus your Charisma modifier. You may cast one second level spell per short rest at the level you gain this.
At level ten, you may cast two second level spells per short rest.
At level fourteen, you may cast two third level spells, and gain a third Cleric cantrip.
At level eighteen, you may cast three fourth level spells.
Holy Aura-At level nine, you can surround yourself in an aura of radiant energy. Whenever an enemy strikes you from within 15', they take radiant damage equal to your Charisma modifier, and you may use your reaction to double this damage.
Potent Casting-At level thirteen, you may add your Charisma modifier to the damage dealt by any of your spells.
Draconic Steed-At level twenty, you gain a draconic steed. This is a young dragon of your choice, who serves you loyally. However, they may only use their breath weapon once per short rest, and have HP equal to your Charisma modifier times your level instead of their normal amount.
Dragon Knight
Martial Adept-At level one, you gain proficiency in all martial weapons, as well as medium armor, heavy armor, and shields. Your breath weapon deals force damage.
Extra Attack-At level six, you gain Extra Attack.
Steel And Breath-At level nine, you may make a single attack as a bonus action in a turn when you attack with your breath weapon.
Infused Blows-At level thirteen, you may infuse your weapon attacks with your breath weapon. As a bonus action, you cause your next attack to also deal your normal breath weapon damage to its target.
Armored Behemoth-At level twenty, you may reduce any damage taken from nonmagical weapons by your proficiency bonus.
Breath Effects
Elemental Breath-Your breath weapon may deal your choice of two additional damage types, replacing the normal type: cold, fire, lightning, poison, or thunder damage.
Advanced Elemental Breath-Requires Elemental Breath-You may now deal any of the five elemental damage types with your breath weapon.
Greater Elemental Breath-Requires Advanced Elemental Breath-Your breath weapon may now deal any type of damage besides bludgeoning, piercing, or slashing.
Entangling Exhalation-Requires Slow Breath-Your breath weapon entangles instead of dealing damage. Anyone who fails a Dexterity save against your breath DC is restrained until the end of your next turn, though they may take a Strength check as an action against your breath DC to break free on their turn.
Cloud Breath-Your breath weapon deals damage in a cloud around you, with a radius equal to half your cone distance. This effect may be combined with other breath effects.
Slow Breath-Your breath weapon slows creatures instead of dealing damage. Anyone who fails a Constitution save against your breath DC has their speed halved, and may only take an action or a bonus action on their turn, not both. These effects end at the end of their next turn.
Weakening Breath-Your breath weapon weakens instead of damages. Anyone who fails a Constitution save against your breath DC does half damage until the end of their next turn.
Lingering Breath-Your breath lingers, dealing half the damage dealt at the start of your next turn to anyone still within the area. This may be combined with other breath effects. (If used with a non-damaging breath effect, anyone still in the area at the start of your next turn must make the save again or be affected, but with advantage.)
Split Breath-You may fire your breath in two different directions by halving the distance it goes. This may be combined with other breath effects. (Note-if a grid is used, round down the number of squares your breath weapon goes, if needed.)
Sleep Breath-Your breath weapon merely puts people to sleep. Roll twice your breath weapon's normal damage-anyone in the area who fails a Wisdom saving throw against your breath DC falls asleep, provided their current HP is less than the number you rolled. They are awoken upon taking damage or if someone uses their action to shake or slap them awake, though loud noises and similar disturbances will not awaken them until at least one minute passes.
Invocations
Scales-Your AC may equal 13+your Dexterity modifier.
Grand Scales-Requires 9th level and Scales-Your AC may equal 15+your Dexterity modifier.
Aquatic Adaption-You may breathe underwater, gain a swim speed equal to your land speed, and may use your breath weapon normally underwater, even if it does something like fire damage.
Beguiling Influence-You gain proficiency in any two Charisma-based skills of your choice.
Foggy Breath-Requires 7th level-You may cast Fog Cloud at-will, at its lowest level.
Chilling Fog-Requires 14th level and Foggy Breath-Your Fog Cloud may now be cast at 5th or any lower level, and deals 3d6 cold damage (with a Constitution save for half) to anyone within it except for you.
Magical Insight-You are under a constant Detect Magic effect. You may resume or suppress this as a bonus action.
Draconic Knowledge-You gain proficiency in any two Intelligence-based skills of your choice.
Draconic Charm-Requires 4th level-You may cast Charm Person at-will, at its lowest level.
Draconic Flight-Requires 7th level-You gain a fly speed equal to your land speed. However, you must land after flying for a number of rounds equal to your Constitution modifier, or fall.
Greater Draconic Flight-Requires 12th level and Draconic Flight-You gain a fly speed equal to twice your land speed, and do not have to rest any more than normal when flying.
Energy Resistance-Gain resistance to acid, cold, fire, lightning, poison, or thunder damage. You may change which type of damage you resist as an action.
Advanced Energy Resistance-Requires Energy Resistance-Gain resistance to any type of damage except bludgeoning, piercing, or slashing. You may change which type of damage you resist as an action.
Energy Immunity-Requires 14th level, Advanced Energy Resistance, and Chromatic or Metallic Ancestry-Gain immunity to your ancestor's elemental damage type.
Instill Vulnerability-Requires 14th level-You may, as an action, target someone within 60' If they fail a Constitution saving throw against your breath DC, they gain vulnerability to anyone one damage type (except for bludgeoning, piercing, or slashing) of your choice for one minute. They may repeat the save at the end of each of their turns to shake off the effect.
Natural Weapons-Gain two natural weapons that deal 1d6 slashing, piercing, or bludgeoning damage (chosen at the time of selecting this invocation) that are light and finesse.
Improved Natural Weapons-Requires Natural Weapons and 7th level-Your natural weapons now deal 1d8 base damage and are +1 magical weapons.
Blindsense-Requires 9th level-Gain Blindsense in a radius equal to 5' times your proficiency bonus, which reveals the location of any Invisible or HIdden creature within the radius.
Blindsight-Requires 14th level and Blindsense-Your Blindsense is now Blindsight.
Hit Dice: d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose any two from Athletics, Acrobatics, Arcana, History, Nature, Religion, Insight, Perception, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather armor, (b) scale mail (if you are proficient in it), or (c) chain mail (if you are proficient in it)
-Any two weapons you are proficient in (and twenty pieces of ammo, if needed)
-(a) Any melee weapon you are proficient in or (b) a shield (if you are proficient in it)
-Any one pack
Dragonfire Adept
Level
Proficiency Bonus
Features
Invocations
Breath Effects
1st
+2
Breath Weapon, Archetype
-
-
2nd
+2
Invocations
2
-
3rd
+2
Breath Effects
2
1
4th
+2
Ability Score Improvement
3
1
5th
+3
Improved Breath Weapon
3
1
6th
+3
Archetype Feature
3
2
7th
+3
Dragonkin
4
2
8th
+3
Ability Score Improvement
4
2
9th
+4
Archetype Feature
5
3
10th
+4
Draconic Nature
5
3
11th
+4
Greater Breath Weapon
5
3
12th
+4
Ability Score Improvement
6
4
13th
+5
Archetype Feature
6
4
14th
+5
-
7
4
15th
+5
Draconic Body
7
5
16th
+5
Ability Score Improvement
7
5
17th
+6
Perfected Breath Weapon
8
5
18th
+6
Apotheosis
8
6
19th
+6
Ability Score Improvement
8
6
20th
+6
Archetype Feature
9
6
Breath Weapon-At level one, you gain a breath weapon. As an action, you expel a 15' cone or 30' line of elemental force, dealing damage based on your archetype and breath effects. This attack does 1d6 points of damage, and anyone affected can make a Dexterity save to halve the damage against DC 8+your proficiency modifier+your Constitution modifier.
As a bonus action, you may touch someone and render them immune to the effects of your breath weapon until they take a long rest, you remove this protection as a bonus action, or 24 hours pass, whichever comes first. You are always immune to your own breath weapon.
Archetype-Also at level one, choose how you've gained your powers. You can either focus on your ancestry, be it Chromatic or Metallic, be a Dragon Blessed, or be a Dragon Knight.
Invocations-At level two, you gain two invocations of your choice that you qualify for. You gain more as indicated on the table. Additionally, when you level up in this class, you may replace a single Invocation you have with another that you qualify for. If you possess an Invocation that has another Invocation as a prerequisite, you cannot replace the prerequisite Invocation.
Breath Effects-At level three, you gain an additional breath effect that you qualify for. You gain more as indicated on the table. Note that, unless otherwise indicated, you CANNOT combine breath effects. Finally, when you level up in this class, you may replace a single Breath Effect with another you qualify for. If you possess a Breath Effect that has another Breath Effect as a prerequisite, you cannot replace the prerequisite Breath Effect.
Ability Score Improvement-Usual levels, usual deal.
Improved Breath Weapon-At level five, your breath weapon becomes more powerful. The range increases to 20' cone or 40' line, and you deal 3d6 damage base now.
Dragonkin-At level seven, you have an affinity for dragons. You gain advantage on Charisma checks made against dragons, and in general, they will treat you more favorably than they would otherwise. (Note that many dragons will still just eat you. They might just say sorry beforehand.)
Draconic Nature-At level ten, you gain somewhat the aspect of a dragon. You have advantage on saves made against a dragon's Frightful Presence, and resistance to the damage dealt by their breath weapons or, if they do not deal damage, advantage on saves against them.
Greater Breath Weapon-At level eleven, your breath weapon becomes stronger still. It is now a 25' cone or 50' line, and deals 5d6 base damage.
Draconic Body-At level fifteen, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Perfected Breath Weapon-At level seventeen, your breath weapon becomes more powerful than ever. It is now a 30' cone or 60' line, and deals 8d6 damage.
Apotheosis-At level eighteen, you are truly one with your draconic nature. Your skin becomes thicker and scalier, granting you a +1 to AC, and you may, once per short rest, use a dragon's Frightful Presence. As an action, all creatures within 120' of you of your choice must make a DC 8+your proficiency modifier+your Charisma modifier Wisdom save or become Frightened of you for one minute. It may repeat the save at the end of each of its turns, ending the effect on a success. Once a save is made, the creature is immune to this until it takes a rest.
Chromatic Ancestry
Chromatic Ancestry-At level one, you find which dragon was part of your ancestry. Black, blue, green, red, or white. Your breath weapon does the appropriate elemental damage, and you gain resistance to that type of damage as well.
Fearsome Breath-At level six, your breath weapon deals additional damage equal to your Charisma modifier.
Hoard Of Treasure-At level nine, you gain the ability to amass a great hoard. As part of this, your attunement limitation is increased by one, as you must be able to USE all your treasures.
Potent Breath-At level thirteen, your breath weapon ignores resistance to its damage.
Chromatic Fury-At level twenty, you may, once per short rest, use your breath weapon as a bonus action.
Metallic Ancestry
Metallic Ancestry-At level one, you find which dragon was part of your ancestry. Brass, bronze, copper, gold, or silver. Your breath weapon does the appropriate elemental damage, and you gain resistance to that type of damage as well.
Protective Nature-At level six, you may designate a number of creatures up to your Charisma modifier within 30' of you to be immune to your breath weapon as a bonus action. This protection lasts until the target completes a long rest, or you remove the protection (from one target) as a bonus action.
Metallic Toughness-At level nine, you gain an additional nine HP. In addition, whenever you gain a level in this class, you gain one extra HP.
Protector Great And Small-At level thirteen, you gain the ability to interpose yourself in between an attack and an ally. As a reaction when an ally is about to be targeted while adjacent to you, you and the ally switch places, causing you to be targeted instead.
Metallic Fury-At level twenty, you may, once per short rest, cause your breath weapon to deal maximum damage.
Dragon Blessed
Holy Dragons-At level one, you gain proficiency in medium armor and shields. In addition, you gain any one Cleric cantrip of your choice, with Charisma as your casting modifier. Your breath weapon deals radiant damage.
Spellcasting-At level six, you gain proper spellcasting, including a second Cleric cantrip. You draw your spells from the Cleric spell list, using Charisma as your casting stat, and may prepare a number equal to half your Dragonfire Adept level plus your Charisma modifier. You may cast one second level spell per short rest at the level you gain this.
At level ten, you may cast two second level spells per short rest.
At level fourteen, you may cast two third level spells, and gain a third Cleric cantrip.
At level eighteen, you may cast three fourth level spells.
Holy Aura-At level nine, you can surround yourself in an aura of radiant energy. Whenever an enemy strikes you from within 15', they take radiant damage equal to your Charisma modifier, and you may use your reaction to double this damage.
Potent Casting-At level thirteen, you may add your Charisma modifier to the damage dealt by any of your spells.
Draconic Steed-At level twenty, you gain a draconic steed. This is a young dragon of your choice, who serves you loyally. However, they may only use their breath weapon once per short rest, and have HP equal to your Charisma modifier times your level instead of their normal amount.
Dragon Knight
Martial Adept-At level one, you gain proficiency in all martial weapons, as well as medium armor, heavy armor, and shields. Your breath weapon deals force damage.
Extra Attack-At level six, you gain Extra Attack.
Steel And Breath-At level nine, you may make a single attack as a bonus action in a turn when you attack with your breath weapon.
Infused Blows-At level thirteen, you may infuse your weapon attacks with your breath weapon. As a bonus action, you cause your next attack to also deal your normal breath weapon damage to its target.
Armored Behemoth-At level twenty, you may reduce any damage taken from nonmagical weapons by your proficiency bonus.
Breath Effects
Elemental Breath-Your breath weapon may deal your choice of two additional damage types, replacing the normal type: cold, fire, lightning, poison, or thunder damage.
Advanced Elemental Breath-Requires Elemental Breath-You may now deal any of the five elemental damage types with your breath weapon.
Greater Elemental Breath-Requires Advanced Elemental Breath-Your breath weapon may now deal any type of damage besides bludgeoning, piercing, or slashing.
Entangling Exhalation-Requires Slow Breath-Your breath weapon entangles instead of dealing damage. Anyone who fails a Dexterity save against your breath DC is restrained until the end of your next turn, though they may take a Strength check as an action against your breath DC to break free on their turn.
Cloud Breath-Your breath weapon deals damage in a cloud around you, with a radius equal to half your cone distance. This effect may be combined with other breath effects.
Slow Breath-Your breath weapon slows creatures instead of dealing damage. Anyone who fails a Constitution save against your breath DC has their speed halved, and may only take an action or a bonus action on their turn, not both. These effects end at the end of their next turn.
Weakening Breath-Your breath weapon weakens instead of damages. Anyone who fails a Constitution save against your breath DC does half damage until the end of their next turn.
Lingering Breath-Your breath lingers, dealing half the damage dealt at the start of your next turn to anyone still within the area. This may be combined with other breath effects. (If used with a non-damaging breath effect, anyone still in the area at the start of your next turn must make the save again or be affected, but with advantage.)
Split Breath-You may fire your breath in two different directions by halving the distance it goes. This may be combined with other breath effects. (Note-if a grid is used, round down the number of squares your breath weapon goes, if needed.)
Sleep Breath-Your breath weapon merely puts people to sleep. Roll twice your breath weapon's normal damage-anyone in the area who fails a Wisdom saving throw against your breath DC falls asleep, provided their current HP is less than the number you rolled. They are awoken upon taking damage or if someone uses their action to shake or slap them awake, though loud noises and similar disturbances will not awaken them until at least one minute passes.
Invocations
Scales-Your AC may equal 13+your Dexterity modifier.
Grand Scales-Requires 9th level and Scales-Your AC may equal 15+your Dexterity modifier.
Aquatic Adaption-You may breathe underwater, gain a swim speed equal to your land speed, and may use your breath weapon normally underwater, even if it does something like fire damage.
Beguiling Influence-You gain proficiency in any two Charisma-based skills of your choice.
Foggy Breath-Requires 7th level-You may cast Fog Cloud at-will, at its lowest level.
Chilling Fog-Requires 14th level and Foggy Breath-Your Fog Cloud may now be cast at 5th or any lower level, and deals 3d6 cold damage (with a Constitution save for half) to anyone within it except for you.
Magical Insight-You are under a constant Detect Magic effect. You may resume or suppress this as a bonus action.
Draconic Knowledge-You gain proficiency in any two Intelligence-based skills of your choice.
Draconic Charm-Requires 4th level-You may cast Charm Person at-will, at its lowest level.
Draconic Flight-Requires 7th level-You gain a fly speed equal to your land speed. However, you must land after flying for a number of rounds equal to your Constitution modifier, or fall.
Greater Draconic Flight-Requires 12th level and Draconic Flight-You gain a fly speed equal to twice your land speed, and do not have to rest any more than normal when flying.
Energy Resistance-Gain resistance to acid, cold, fire, lightning, poison, or thunder damage. You may change which type of damage you resist as an action.
Advanced Energy Resistance-Requires Energy Resistance-Gain resistance to any type of damage except bludgeoning, piercing, or slashing. You may change which type of damage you resist as an action.
Energy Immunity-Requires 14th level, Advanced Energy Resistance, and Chromatic or Metallic Ancestry-Gain immunity to your ancestor's elemental damage type.
Instill Vulnerability-Requires 14th level-You may, as an action, target someone within 60' If they fail a Constitution saving throw against your breath DC, they gain vulnerability to anyone one damage type (except for bludgeoning, piercing, or slashing) of your choice for one minute. They may repeat the save at the end of each of their turns to shake off the effect.
Natural Weapons-Gain two natural weapons that deal 1d6 slashing, piercing, or bludgeoning damage (chosen at the time of selecting this invocation) that are light and finesse.
Improved Natural Weapons-Requires Natural Weapons and 7th level-Your natural weapons now deal 1d8 base damage and are +1 magical weapons.
Blindsense-Requires 9th level-Gain Blindsense in a radius equal to 5' times your proficiency bonus, which reveals the location of any Invisible or HIdden creature within the radius.
Blindsight-Requires 14th level and Blindsense-Your Blindsense is now Blindsight.