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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.

Grod_The_Giant
2018-07-06, 03:08 PM
Metallic Ancestry's level 6 feature appears to already be covered by the base breath weapon effects in all bit extremely niche cases.

Nifft
2018-07-06, 04:43 PM
It's weird that you give 5 damage types as a single Breath Effect. Also: is this the only way to get a lightning cone?

It's even weirder that you give all the non-dragon-breath damage types like Radiant and Force as a single Breath Effect.


Why do you slap the Dragon Shaman "pick one dragon type" thing on to the Chromatic and Metallic paths? The DFA has Invocations like "resist one damage type for 24 hours" which cover the resistance half more than satisfactorily.


Apparently Split Breath and Cloud Breath can be used in combination. But what does that even mean?

JNAProductions
2018-07-07, 11:58 PM
The idea for the sixth level metallic feature is as follows: You're wandering a crowded marketplace or whatever, when brigands attack. Normal DFAs are kinda hosed, due to friendly fire, but a metallic can just spend a single bonus action and be friendly-fire free! That being said, I'm well inclined to listen to other recommendations for an ability there.



Yeah, but you get pretty limited breath effects. I don't think giving the basic elements in one go is that broken.

Why is that weird?

Would you recommend changing that, and if so, to what?

Split Breath combined with Cloud Breath would halve your range for no benefit. You can use them together, there's just little purpose to it.



General note: Changing Entangling Exhalation to require Slowing Breath and dealing no damage. I realized that it's too good as-is.

JNAProductions
2018-07-09, 11:27 PM
Made a few minor changes. Feedback still appreciated.

mormon_soldier
2018-07-11, 01:50 AM
How would this interact with the dragonborn race? Would they just have two breath weapons?

JNAProductions
2018-07-11, 11:39 AM
How would this interact with the dragonborn race? Would they just have two breath weapons?

Yes, that is accurate.

JNAProductions
2019-02-08, 08:19 PM
Made a minor adjustment-changed Magical Insight to simply have you under the effects of Detect Magic, rather than requiring an action to activate every ten minutes.

JNAProductions
2021-06-07, 12:30 PM
And re-opening this for critique, since I'm looking to use it in a game.

esorscher
2021-06-07, 01:51 PM
In 3.5, Dragonfire Adepts don't get the ability to exclude their allies from their breath weapon until Level 5, when they can choose the Breath Effect "shaped breath." I would suggest either limiting the ability at first level (give immunity to allies up to proficiency bonus) or as a breath effect at level 3. I'm also wondering why breath effects aren't limited by level anymore.

JNAProductions
2021-06-07, 09:24 PM
In 3.5, Dragonfire Adepts don't get the ability to exclude their allies from their breath weapon until Level 5, when they can choose the Breath Effect "shaped breath." I would suggest either limiting the ability at first level (give immunity to allies up to proficiency bonus) or as a breath effect at level 3. I'm also wondering why breath effects aren't limited by level anymore.

They actually get to do it from level one, with the Endure Exposure Invocation.

And they're either balanced for level 3, or have other prereqs that gate them behind higher levels.

Nifft
2021-06-08, 11:11 PM
And re-opening this for critique, since I'm looking to use it in a game.

What have you changed since I last commented?

DragonIceAdept
2021-06-09, 11:14 AM
Have you considered a Crystal Dragon ancestry?

esorscher
2021-06-12, 10:25 AM
They actually get to do it from level one, with the Endure Exposure Invocation.

I stand corrected. That would still be more limiting than what you've written, as it would take up one of their invocation slots, and be a standard action, instead of a bonus action that doesn't cost an invocation.

DMwithoutPC's
2021-06-24, 08:23 AM
Protective Nature-At level six, you may designate any number of creatures within 30' of you to be immune to your breath weapon as a bonus action.

Immune until when? the turn? a minute? the day? forever?

Kuulvheysoon
2021-06-24, 10:25 AM
Protective Nature-At level six, you may designate any number of creatures within 30' of you to be immune to your breath weapon as a bonus action.

Immune until when? the turn? a minute? the day? forever?

This should probably have a reference to the Breath Weapon class feature; maybe a second paragraph stating "this replaces and enhances the ability from the Breath Weapon class feature" or something.

Actual Commentary:

Perhaps a clause that allows you to switch out Invocations/Breath Effects on level ups?
Maybe tie Metallic Dragon's Protective Nature to your Charisma modifier? I do like how you're emphasizing Charisma as a secondary ability (given that Constitution is their primary, I'd have been calling it out if everything was based on their prime ability score). Reflects nicely against the Chromatic 6th level feature tying to Charisma.
Clause for switching out cleric spells for the Dragon Blessed subclass, à la Eldritch Knight?
Maybe tie the damage reduction from Dragon Knight to Charisma? IT's the only subclass that doesn't tie to Charisma in some way (though I get it - as the primarily physical subclass, you need to invest in Strength far more than the others. But still, level 20).
Could you reword the Elemental Breath so that it explicitly calls out that it replaces the default energy type? As is, I could see someone trying to wrangle in it doing three types of damage.
Weakening Breath should probably specify "melee weapon attack" or something. As it stands, it halves the damage of a wizard using fireball.
Does Lingering Breath deal half the base damage of the breath weapon, or half the damage if they saved successfully?
Splitting a 15/25 ft cone with Split Breath can get a little awkward?
What does "awoken normally" mean for Sleep Breath? I'd probably steal from the sleep spell here. This breath effect more than any other would benefit from my earlier suggestion of letting them switch out effect/invocations at later levels; this falls off hard at later levels.
Really not a fan of the Improved Scales invocation - +1 AC isn't worth one of your few precious invocations. Drop it entirely, and keep the first and last, imho.
Why does Energy Resistance (invocation) grant resistance to thunder, but not acid?
Instill Vulnerability is a really powerful effect; though it being a Constitution save does hamper it somewhat, tossing vulnerability of your choice onto an enemy is kinda crazy when it's at will. Does it overwrite existing resistances or immunities?
Blindsense doesn't exist in 5E.

I know that I gave more than a few comments, but I do really like this. Could use a few more Breath Effects (there's only 10, 3 of which are the same chain) given that you do get 6 by 20th level.

Biggest compliment that I can give is that it feels like the DFA. Which is awesome.

Segev
2021-06-24, 10:58 AM
Hm. I love the idea; DFA was a favorite of mine in 3.5 - and I actually liked it best on a white wyrmling, because it was a great way to play "a dragon" and stay mostly away from the LA/ECL rules - and this has the idea pretty well nailed for 5e.

I am a little concerned with an at-will AoE, even with relatively low damage. It is a signature ability of the class, though, and it's probably less effective than hitting something if you've got any melee to you at all (see: Dragon Knight archetype). Speaking of the Dragon Knight: wow, force damage on the breath weapon is pretty amazing. But then, he's also the one most likely to be falling back on melee, so having the best damage type (without having better actual damage) isn't too much since he's got more competition for the action.
I think my biggest concern is that the capstones feel...underwhelming. Even though other classes can have some boring ones (the Barbarian, for example, gets +4 Str and Con, which is mechanically amazing, but feels dull until you remember it's one of very few ways to break the cap of 20), I think making limited-use features that feel like either one-off tricks or otherwise kind-of fragile is a little on the disappointing side. That said, I am not always the best at balance, so maybe doing more with them is "too much."

In any event, I think you should move the Dragon Blessed's companion to the Dragon Knight - knights are iconically mounted, so of all the archetypes, I think it should have the steed. I also think the Dragon Blessed having the protection against nonmagical weapons makes more sense, being the more magically-powered class. I do understand that you gave that to the subclass that is going to be in melee, though.

I suggest moving the dragon steed to level 6 Dragon Knight. Make it as restricted as the original Beast Master Ranger's companion. Something like, "Your draconic spirit manifests itself as a steed." The knight picks a color to determine breath weapon and energy resistance, and the creature can serve as a controlled mount with a fly speed. The knight can use his breath weapon, himself, or through the steed; when he uses it through the steed, it has the appropriate elemental type. When he takes the attack action, his steed may also make an attack. You could even have him and the steed share a hit point total, OR you could have it have the "charisma modifier times level" thing going on. Essentially, the Steed becomes a sort of extension/extra body for the Knight to act through, and provides an Extra Attack-like functionality. At level 9, add a true Extra Attack as well as the bonus action attack when the breath weapon is used. Maybe make it so that instead of the dragon getting an attack when the knight attacks, now the knight's attacks can either be dealt by the knight or the dragon. (Not stacking with an extra attack, but giving more flexibility in how the two attacks are used.)

Make the dragon re-summonable upon death with a short rest if it doesn't share the knight's hp.

For the capstone, either buff the damage reduction to true immunity to nonmagical attacks (this is a level 20 capstone, after all) and resistance to magical B/P/S, or remove that entirely and upgrade the dragon to a genuine extra creature using a Large dragon's stat block.

For the Blessed, I'd either give it the Knight's capstone (upgraded as stated in the last paragraph) if you make the Knight have the actual full-on dragon as his capstone, or I'd give them something else unique. Maybe a +4 to Charisma and a Charisma cap of 24? Or maybe the ability, once per day, to cast any Sorcerer spell, upcast to 9th level? (Sort of a souped-up Mystic Arcanum)
For the Ancestries' capstones, I suggest instead of what you have letting them cast true polymorph at will, self-only, but only to turn into a dragon of their type and back to their original form. Call it "Greater Apotheosis" or something.

As an organizational matter, you may want to just make a table for Dragon Blessed's spell slots.

JNAProductions
2021-06-24, 11:10 AM
Protective Nature updated to match the normal immunity.

Switching Invocations and Breath Effects, good call.

Seems reasonable to me, for Metallic.

Dragon Blessed prepare spells like Clerics do. They know their whole list. I should make that clear, but not 100% sure how.

I think I'll leave Behemoth as-is. Like you said, you need Strength too, so I'm hesitant to nerf it.

Fixed elemental breath.

Would it be broken to halve ANY damage dealt, though? It completely replaces the damage you deal, so it's at best a stalling tactic.

It's half the damage they took. Cleaned it up, I think.

For splitting, only on a grid. Which is not supposed to be used for 5E, but is common enough that I should add a note.

Clarified Sleep.

Dropped Grand to 15+Dex, but removed Improved.

Because I forgot. Fixed.

What do you think should be adjusted on Instill?

Rogues actually have Blindsense at level 14. But added clarifying text.

Thank you a ton for the critiques!

Kuulvheysoon
2021-06-24, 11:37 AM
Protective Nature updated to match the normal immunity.

Switching Invocations and Breath Effects, good call.

Seems reasonable to me, for Metallic.

Dragon Blessed prepare spells like Clerics do. They know their whole list. I should make that clear, but not 100% sure how.

I think I'll leave Behemoth as-is. Like you said, you need Strength too, so I'm hesitant to nerf it.

Fixed elemental breath.

Would it be broken to halve ANY damage dealt, though? It completely replaces the damage you deal, so it's at best a stalling tactic.

It's half the damage they took. Cleaned it up, I think.

For splitting, only on a grid. Which is not supposed to be used for 5E, but is common enough that I should add a note.

Clarified Sleep.

Dropped Grand to 15+Dex, but removed Improved.

Because I forgot. Fixed.

What do you think should be adjusted on Instill?

Rogues actually have Blindsense at level 14. But added clarifying text.

Thank you a ton for the critiques!

I had to go back and really take a look at Grave domain's DC: Path to the Grave. It's the most similar thing that we've got to compare to. It's only 2/SR at 14th level, but it's all damage from the next source. Whereas Instill is up to a minute, and all damage from a selected energy type. I'm going to be frank with you; I honestly can't judge this. It's 14th level, so you're probably okay? I honestly don't know.

The Rogue ability is called Blindsense. The fact that they have to immediately tell you what it does means that it's not a general term, and shouldn't be treated as one.

Ah. That spellcasting. As it stands (with "regular" cleric casting), it's the most powerful of the subclasses (even with access being locked to 1 level later and the pact magic mechanics (which is why I assumed spells known)). I disagree with the fact that it gets 1/2 casting period. Far as I can tell, it's always 1/3 casting that gets added onto subclasses. It's got the flexibility and the raw power (even though the cleric list lacks the crazy spells that warlocks/wizards get). You're getting access to such gems like spiritual weapon and spirit guardians on a SR-rest access. (Yes, I realise that this is an issue I should have brought up before, but I figured that it was locked, so less flexible).

JNAProductions
2021-06-24, 11:49 AM
I had to go back and really take a look at Grave domain's DC: Path to the Grave. It's the most similar thing that we've got to compare to. It's only 2/SR at 14th level, but it's all damage from the next source. Whereas Instill is up to a minute, and all damage from a selected energy type. I'm going to be frank with you; I honestly can't judge this. It's 14th level, so you're probably okay? I honestly don't know.

The Rogue ability is called Blindsense. The fact that they have to immediately tell you what it does means that it's not a general term, and shouldn't be treated as one.

Ah. That spellcasting. As it stands (with "regular" cleric casting), it's the most powerful of the subclasses (even with access being locked to 1 level later and the pact magic mechanics (which is why I assumed spells known)). I disagree with the fact that it gets 1/2 casting period. Far as I can tell, it's always 1/3 casting that gets added onto subclasses. It's got the flexibility and the raw power (even though the cleric list lacks the crazy spells that warlocks/wizards get). You're getting access to such gems like spiritual weapon and spirit guardians on a SR-rest access. (Yes, I realise that this is an issue I should have brought up before, but I figured that it was locked, so less flexible).

Yeah. I'm not sure on what to do with Instill either...

Eeyup-I added the same text from that ability to the Invocation now.

And yeah, I'll drop them to 3rd casting. Not sure why I gave half.

JNAProductions
2023-08-24, 01:18 PM
Gonna re-open this for critique, yet again.

I feel reasonably satisfied with it as-is, but if anyone has any suggestions or complaints, I'm ears again. :)

sandmote
2023-09-10, 02:44 PM
Adding an archetype for gem dragons might be worthwhile. That said, the current levels for giving archetype features makes 1/3 casting awkward, and I'm not sure how else to represent those. Maybe some form of telepathic communication and a psychic step?