Zaile
2020-07-03, 04:26 AM
Dragonfire Adept 5E
An attempted port of the Dragonfire Adept class from Dragon Magic into 5E as a Warlock sub-class. This includes a new patron, The Dragon Lord, who can be a dragon who taught the adept, or one of the draconic deities. I tried to keep it as close to the original 3.5 class as possible while keeping it in 5E scale and scope. Fluff is not all here yet, so if you are looking, sorry. Trying to flush mechanics first.
*Edited 7/7/20 - Thanks for the feedback!
The following changes are made to the Warlock class. Warlock = Dragonfire Adept in all game terms such as for items, class requirements, invocation level requirements, etc.
You gain the Draconic Breath ability, but you cannot select Eldritch Blast or any invocations that modify it.
You may select any of the new invocations listed at the end of this document.
Other warlocks may select any of those new invocations as well, but not breath effects.
Your patron is The Dragon Lord.
Bonus language: You learn Draconic. If you already have Draconinc as language (racial or other class), you can learn another language instead.
New invocations below are best-attempt copies of the 3.5 effects.
Draconic Breath (core feature) is a PB/Long Rest activation mini-Dragon's Breath that scales by tier, increasing the number and type of damage dice, as well as areas, each tier. Additional uses between rests can be used by spending 2nd level+ spell slots.
Breath Effects modify Draconic Breath and have no activation other than declaring their use prior to any rolls.
Breath Effects cost an invocation known.
Breath effects requiring invocation slots makes for some narrow choices. May make breath effects closer to meta-magic in design, select-ability and number known. Needs feedback and testing.
THE BREATH!
Ok, so his is the main thing I need some feedback on. This is the core of the class, an every-turn AOE like the 3.5 version. I want this to be the AOE equivalent of Eldritch Blast. My original version was a cantrip exclusive to this sub-class scaling 1d8 at each tier. Current version is a PB/Long Rest with a 1 minute duration. Damage scales similar to the Dragon's Breath spell. It's weaker than Dragon's breath out the gate, but scales up at each tier. Added a "creatures take half damage on successful save" breath effect that can be selected as an invocation.
Draconic Breath
Your connection with your dragon lord grants you a version of their devastating breath weapon. You activate this ability with a bonus action and it lasts for 1 minute. Each turn you can use your Action to make a breath weapon attack. This can be either a 15 foot cone or 30 foot line, your choice. Creatures in the area must make a Dexterity saving throw or take 2d6 damage of the same type as your Draconic Element. The energy type also interacts appropriately with the area. Fire breath sets combustibles ablaze, cold breath can freeze liquids, acid melts materials, while lightning can set fires and is magnified in water, etc. Once you use this ability, you must complete a short or long rest before using it again.
The damage increases to 3d8 at 5th, 4d10 at 11th, and 5d10 at 17th. At 9th level the spell range increases to either a 20-foot cone or a 40-foot line. At 18th level the range becomes either a 40-foot cone or an 80-foot line.
You may activate this ability a number of times per day equal to your proficiency bonus. You regain all uses when you finish a long rest. Additionally, you may activate this an additional time by sacrificing a spell slot of 2nd level or greater.
Creatures in the area must make a Dexterity saving throw or take damage of the same type as your Draconic Element. The energy type also interacts appropriately with the area. Fire breath sets combustibles ablaze, cold breath can freeze liquids, acid melts materials, while lightning can set fires and is magnified in water, etc.
This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. At 9th level the spell range increases to either a 20-foot cone or a 40-foot line. At 18th level they increase to either a 40-foot cone or an 80-foot line.
Dragon Lord
At 1st level you pledge your service to a dragon lord. Your lord is either a dragon or draconic deity such as Bahamut or Tiamat. This decision grants you a Draconic Element that determines the type of damage your Draconic Breath cantrip deals, and resistance from Draconic Adaptation class feature. If a dragon lord offers more than one element, you may choose any one.
Dragon Lord
Draconic Element
Gold, Brass, or Red
Fire
Silver, White
Cold
Bronze, Blue
Lightning
Copper, Green, or Black
Acid or Poison
Tiamat, Shadow
Necrotic or any one above
Bahamut
Radiant or any one above
Bonus Spells
Your Dragon Lord allows you to select additional spells when you would learn a Dragonfire Adept spell, as indicated on the table below.
1st - Absorb Elements
2nd - Dragon's Breath
3rd - Slow
4th - Polymorph
5th - Dominate Person
Cantrips - Control Flames, Firebolt
1st - Chromatic Orb
2nd - Scorching Ray
3rd - Fireball
4th - Wall of Fire
5th - Flame Strike
Cantrips - Frostbite, Control Water
1st - Fog Cloud
2nd - Warding Wind
3rd - Sleet Storm
4th - Control Water
5th - Cone of Cold
Cantrips - Shocking Grasp, Thunderclap
1st - Witch Bolt
2nd - Shatter
3rd - Lightning Bolt
4th - Storm Sphere
5th - Steel-Wind Strike
Cantrips - Acid Splash, Thorn Whip
1st - Chaos Bolt
2nd - Maximilian's Earthen Grasp
3rd - Stinking Cloud
4th - Vitriolic Sphere
5th - Cloudkill
Cantrips - Toll the Dead, Chill Touch
1st - False Life
2nd - Blindness/Deafness
3rd - Revivify
4th - Evard’s Black Tentacles
5th - Planar Binding
Cantrips - Sacred Flame, Word of Radiance
1st - Cure Wounds
2nd - Spiritual Weapon
3rd - Spirit Guardians
4th - Freedom of Movement
5th - Flame Strike
Claws of the Dragon
Your hands become draconic claws that deal 1d4 slashing damage. They have the light and finesse properties.
Scales of the Dragon
You gain resistance to the energy type of your draconic element. Additionally, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
The original class got scaling natural armor bonus, but 5E warlocks already getting access to mage armor, light armor proficiency, and other boosts. Still, this class will be close to, if not in melee, so having a better defenses should be in the mix. It is currently a version of the monk's AC bonus. Old version was Barbarian's version, but breath keyed off Con then. Good suggestions so far are giving temp HP each turn, or Medium armor proficiency like Hexblade.
Pact Boon Adjustments (3rd)[/SIZE]
Pact of the Chain – When you use your Draconic Breath, you may have it originate from your familiar instead of you.
Pact of the Blade – You may select your dragon claws. If you do their damage increases to 1d8.
Draconic Affinity
Starting at 6th level, when you use your Draconic Breath or cast a spell that deals damage of the type of your Draconic Element, you can add your Charisma modifier to one damage roll of the spell. This always applies to your Draconic Breath, even if the element changes due to a breath effect.
You also have advantage on skill checks made to interact with dragons of the same type or alignment as your patron and they treat you favorably.
Draconic Immunity
Beginning at 10th level, you gain immunity to the energy type of your draconic element.
Breath of the Deity
By 14th level, you can tap into the power of the draconic deities. This allows the use of two devastating attacks. When you use either, you must finish a long rest before using either again. Additionally, when you use them, you roll 1d6 and you cannot use the Draconic Breath for that many rounds.
Fivefold Breath of The Queen – You draw upon the dark power of Tiamat to use your Draconic Breath fives times. Each use deals a different type of energy damage in any order you choose: Fire, Cold, Lightning, Acid, Necrotic. All uses must be either cones or lines, but each use can target a different area.
Annihilating Breath of the King – You use your Draconic Breath, but it deals 10d6 + 40 Force damage, or half as much on a successful save. Any creature who is killed, as well as any non-magical items in the area, are completely disintegrated.
Invocations
Taken straight from the original class. I didn't re-name any that already have a 5E equivalent, but noted them at the bottom of the list for completion sake.
Beguiling Influence - Gain proficiency in one Charisma-based skill or Expertise in a Charisma skill you are already proficient in. Additionally, you can re-roll any one Charisma check made to deceive or influence others once per short or long rest.
Draconic Knowledge - Gain proficiency in one Intelligence skill of your choice and you can spend your action to make any Intelligence check or save with advantage.
Elemental Fog - Use a warlock spell slot to cast fog cloud. Any creature in the area takes damage equal to your level of the type of your draconic element. (old Chilling Fog)
Endure Exposure - As an action, you can make any number of creatures you can see immune to your Draconic Breath for 24 hours. Each use ends the previous effects.
Energy Resistance - You can cast Absorb Elements as a 1st level spell without using as spell slot.
Elemental Gust (5th) - Use a warlock spell slot to cast gust of wind. Any creature in area takes damage equal to your level of the type of your draconic element.
Draconic Flight (5th) - You grow dragon wings and can Fly as the spell for up to 1 hour without the need for concentration. You cannot use this again until you finish a long rest.
Walk Unseen (5th) - You can use cast Invisibility once without using a spell lot or material components. You cannot do so again until you finish a short or long long rest.
Aura of Flame (7th) - You can cast Fire Shield once without expending a spell slot or material components. You cannot do so again until you finish a short or long long rest.
Terrifying Roar (7th) - You let out a frightening roar like a mighty wyrm. You cast Fear as the spell without expending a spell slot. You may not cast it this way again until you finish a short or long rest.
Instill Vulnerability (9th) - You can cast Elemental Bane once without using a spell slot. You cannot do so again until you finish a short or long rest.
Voracious Dispelling (9th) - You can cast Dispel Magic twice without expending a spell slot. You cannot do so again until you finish a short or long rest.
Voidsense (9th) - As a bonus action, you gain the perception of your dragon lord, gaining blindsense out to 30 feet for 1 minute. You cannot do so again until you finish a short or long rest.
Baleful Geas (12th) - You can cast Geas once without expending a spell slot. You cannot do so again until you finish a long rest.
Wingstorm (12th) - You grow massive ethereal dragon wings and create a violent storm. You can cast Whirlwind once without using a spell slot or material components. You must finish a long rest before you can do so again.
Energy Immunity (15th) - You touch a creature and grant it immunity to one type of energy damage for 24 hours. You must finish a short or long rest before you can use this again.
Greater Draconic Flight (15th) - Choose a number of creatures up to half your Dragonfire Adept level. Each creature grows dragon wings and can Fly as the spell for up to 1 hour without the need for concentration. You cannot use this again until you finish a long rest.
These old 3.5 invocations already have 5E equivalents. These are listed solely for completion of the old 3.5 list, not to rename existing 5E evocations.
Aquatic Adaptation = Gift of the Depths
Draconic Toughness = Armor of Agathys/Fiendish Vigor
Magic Insight = Eldritch sight
Perilous Veil = Sculptor of Flesh
See the Unseen = Devil’s Sight
Breath Effects
These modify your Draconic Breath and do not require activation, you simply announce you are applying them before any rolls. These can be selected when you gain a new invocation. The minimum level is indicated beside the effect. Most effects can be used only once per short or long rest, but some are "at will" and can be used with every breath. You can use them additional times by expending a Dragonfire Adept spell slot. Effects that require a save use your Dragonfire Adept spell save DC. All spell effects that require concentration do so as normal.
Adaptable Breath - You may change the damage type of your Draconic Breath to any other Draconic Element for the duration of its' use. Requires concentration. (3.5 Frost/Lightning/Acid Breath)
Heighten Breath - Creatures in your Draconic Breath now take half damage on a successful save. This effect applies to every use.
Repelling Breath (5th) - Creatures in your Draconic Breath are pushed 10 feet away from you and must make a Strength save or be knocked prone.
Sleep Breath (5th) - Creatures in your Draconic Breath are affected by the Sleep spell.
Slow Breath (7th) - Creatures in your Draconic Breath are affected by the Slow spell.
Weakening Breath (7th) - Creatures in your Draconic Breath must succeed on a Constitution save or have their strength drained. Those that fail their save are affected as if poisoned for 1 minute. (3.5 Weakening and Sickening combined)They are not "poisoned" as the condition, just suffer the effects of being poisoned. Creatures immune to the poisoned condition are still affected as this is a supernatural weakening of the targets. This is the closest approximation I could find to the 3.5 effects that gave Str penalties and the 3.5 "sickened" condition.
Nova Breath (9th) - Your Draconic Breath becomes a sphere emanating from you. The radius is equal to your cone breath distance. (3.5 cloud breath)
Clinging Breath (9th) - The energy from your Draconic Breath clings to the creatures caught in it that failed their saves. You may use your bonus action each subsequent turn to re-roll the damage on those creatures. Requires concentration.
Thunder Breath (9th) - Your Draconic Breath can deal Thunder damage instead of its normal type. You may use this at will.
Force Breath (12th) - Your Draconic Breath can deal Force damage instead of its normal type. You may use this at will.
Paralyzing Breath (15th) - Creatures in your Draconic Breath are affected by the Hold Monster spell.
Some of the 3.5 breath effects are either taken care of by the new breath or just redundant. For comparison sake they are:
Shaped Breath - Part of new breath
Weakening/Sickening Breath – Combined and changed to the closest approximation in 5E, poisoned condition
An attempted port of the Dragonfire Adept class from Dragon Magic into 5E as a Warlock sub-class. This includes a new patron, The Dragon Lord, who can be a dragon who taught the adept, or one of the draconic deities. I tried to keep it as close to the original 3.5 class as possible while keeping it in 5E scale and scope. Fluff is not all here yet, so if you are looking, sorry. Trying to flush mechanics first.
*Edited 7/7/20 - Thanks for the feedback!
The following changes are made to the Warlock class. Warlock = Dragonfire Adept in all game terms such as for items, class requirements, invocation level requirements, etc.
You gain the Draconic Breath ability, but you cannot select Eldritch Blast or any invocations that modify it.
You may select any of the new invocations listed at the end of this document.
Other warlocks may select any of those new invocations as well, but not breath effects.
Your patron is The Dragon Lord.
Bonus language: You learn Draconic. If you already have Draconinc as language (racial or other class), you can learn another language instead.
New invocations below are best-attempt copies of the 3.5 effects.
Draconic Breath (core feature) is a PB/Long Rest activation mini-Dragon's Breath that scales by tier, increasing the number and type of damage dice, as well as areas, each tier. Additional uses between rests can be used by spending 2nd level+ spell slots.
Breath Effects modify Draconic Breath and have no activation other than declaring their use prior to any rolls.
Breath Effects cost an invocation known.
Breath effects requiring invocation slots makes for some narrow choices. May make breath effects closer to meta-magic in design, select-ability and number known. Needs feedback and testing.
THE BREATH!
Ok, so his is the main thing I need some feedback on. This is the core of the class, an every-turn AOE like the 3.5 version. I want this to be the AOE equivalent of Eldritch Blast. My original version was a cantrip exclusive to this sub-class scaling 1d8 at each tier. Current version is a PB/Long Rest with a 1 minute duration. Damage scales similar to the Dragon's Breath spell. It's weaker than Dragon's breath out the gate, but scales up at each tier. Added a "creatures take half damage on successful save" breath effect that can be selected as an invocation.
Draconic Breath
Your connection with your dragon lord grants you a version of their devastating breath weapon. You activate this ability with a bonus action and it lasts for 1 minute. Each turn you can use your Action to make a breath weapon attack. This can be either a 15 foot cone or 30 foot line, your choice. Creatures in the area must make a Dexterity saving throw or take 2d6 damage of the same type as your Draconic Element. The energy type also interacts appropriately with the area. Fire breath sets combustibles ablaze, cold breath can freeze liquids, acid melts materials, while lightning can set fires and is magnified in water, etc. Once you use this ability, you must complete a short or long rest before using it again.
The damage increases to 3d8 at 5th, 4d10 at 11th, and 5d10 at 17th. At 9th level the spell range increases to either a 20-foot cone or a 40-foot line. At 18th level the range becomes either a 40-foot cone or an 80-foot line.
You may activate this ability a number of times per day equal to your proficiency bonus. You regain all uses when you finish a long rest. Additionally, you may activate this an additional time by sacrificing a spell slot of 2nd level or greater.
Creatures in the area must make a Dexterity saving throw or take damage of the same type as your Draconic Element. The energy type also interacts appropriately with the area. Fire breath sets combustibles ablaze, cold breath can freeze liquids, acid melts materials, while lightning can set fires and is magnified in water, etc.
This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. At 9th level the spell range increases to either a 20-foot cone or a 40-foot line. At 18th level they increase to either a 40-foot cone or an 80-foot line.
Dragon Lord
At 1st level you pledge your service to a dragon lord. Your lord is either a dragon or draconic deity such as Bahamut or Tiamat. This decision grants you a Draconic Element that determines the type of damage your Draconic Breath cantrip deals, and resistance from Draconic Adaptation class feature. If a dragon lord offers more than one element, you may choose any one.
Dragon Lord
Draconic Element
Gold, Brass, or Red
Fire
Silver, White
Cold
Bronze, Blue
Lightning
Copper, Green, or Black
Acid or Poison
Tiamat, Shadow
Necrotic or any one above
Bahamut
Radiant or any one above
Bonus Spells
Your Dragon Lord allows you to select additional spells when you would learn a Dragonfire Adept spell, as indicated on the table below.
1st - Absorb Elements
2nd - Dragon's Breath
3rd - Slow
4th - Polymorph
5th - Dominate Person
Cantrips - Control Flames, Firebolt
1st - Chromatic Orb
2nd - Scorching Ray
3rd - Fireball
4th - Wall of Fire
5th - Flame Strike
Cantrips - Frostbite, Control Water
1st - Fog Cloud
2nd - Warding Wind
3rd - Sleet Storm
4th - Control Water
5th - Cone of Cold
Cantrips - Shocking Grasp, Thunderclap
1st - Witch Bolt
2nd - Shatter
3rd - Lightning Bolt
4th - Storm Sphere
5th - Steel-Wind Strike
Cantrips - Acid Splash, Thorn Whip
1st - Chaos Bolt
2nd - Maximilian's Earthen Grasp
3rd - Stinking Cloud
4th - Vitriolic Sphere
5th - Cloudkill
Cantrips - Toll the Dead, Chill Touch
1st - False Life
2nd - Blindness/Deafness
3rd - Revivify
4th - Evard’s Black Tentacles
5th - Planar Binding
Cantrips - Sacred Flame, Word of Radiance
1st - Cure Wounds
2nd - Spiritual Weapon
3rd - Spirit Guardians
4th - Freedom of Movement
5th - Flame Strike
Claws of the Dragon
Your hands become draconic claws that deal 1d4 slashing damage. They have the light and finesse properties.
Scales of the Dragon
You gain resistance to the energy type of your draconic element. Additionally, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
The original class got scaling natural armor bonus, but 5E warlocks already getting access to mage armor, light armor proficiency, and other boosts. Still, this class will be close to, if not in melee, so having a better defenses should be in the mix. It is currently a version of the monk's AC bonus. Old version was Barbarian's version, but breath keyed off Con then. Good suggestions so far are giving temp HP each turn, or Medium armor proficiency like Hexblade.
Pact Boon Adjustments (3rd)[/SIZE]
Pact of the Chain – When you use your Draconic Breath, you may have it originate from your familiar instead of you.
Pact of the Blade – You may select your dragon claws. If you do their damage increases to 1d8.
Draconic Affinity
Starting at 6th level, when you use your Draconic Breath or cast a spell that deals damage of the type of your Draconic Element, you can add your Charisma modifier to one damage roll of the spell. This always applies to your Draconic Breath, even if the element changes due to a breath effect.
You also have advantage on skill checks made to interact with dragons of the same type or alignment as your patron and they treat you favorably.
Draconic Immunity
Beginning at 10th level, you gain immunity to the energy type of your draconic element.
Breath of the Deity
By 14th level, you can tap into the power of the draconic deities. This allows the use of two devastating attacks. When you use either, you must finish a long rest before using either again. Additionally, when you use them, you roll 1d6 and you cannot use the Draconic Breath for that many rounds.
Fivefold Breath of The Queen – You draw upon the dark power of Tiamat to use your Draconic Breath fives times. Each use deals a different type of energy damage in any order you choose: Fire, Cold, Lightning, Acid, Necrotic. All uses must be either cones or lines, but each use can target a different area.
Annihilating Breath of the King – You use your Draconic Breath, but it deals 10d6 + 40 Force damage, or half as much on a successful save. Any creature who is killed, as well as any non-magical items in the area, are completely disintegrated.
Invocations
Taken straight from the original class. I didn't re-name any that already have a 5E equivalent, but noted them at the bottom of the list for completion sake.
Beguiling Influence - Gain proficiency in one Charisma-based skill or Expertise in a Charisma skill you are already proficient in. Additionally, you can re-roll any one Charisma check made to deceive or influence others once per short or long rest.
Draconic Knowledge - Gain proficiency in one Intelligence skill of your choice and you can spend your action to make any Intelligence check or save with advantage.
Elemental Fog - Use a warlock spell slot to cast fog cloud. Any creature in the area takes damage equal to your level of the type of your draconic element. (old Chilling Fog)
Endure Exposure - As an action, you can make any number of creatures you can see immune to your Draconic Breath for 24 hours. Each use ends the previous effects.
Energy Resistance - You can cast Absorb Elements as a 1st level spell without using as spell slot.
Elemental Gust (5th) - Use a warlock spell slot to cast gust of wind. Any creature in area takes damage equal to your level of the type of your draconic element.
Draconic Flight (5th) - You grow dragon wings and can Fly as the spell for up to 1 hour without the need for concentration. You cannot use this again until you finish a long rest.
Walk Unseen (5th) - You can use cast Invisibility once without using a spell lot or material components. You cannot do so again until you finish a short or long long rest.
Aura of Flame (7th) - You can cast Fire Shield once without expending a spell slot or material components. You cannot do so again until you finish a short or long long rest.
Terrifying Roar (7th) - You let out a frightening roar like a mighty wyrm. You cast Fear as the spell without expending a spell slot. You may not cast it this way again until you finish a short or long rest.
Instill Vulnerability (9th) - You can cast Elemental Bane once without using a spell slot. You cannot do so again until you finish a short or long rest.
Voracious Dispelling (9th) - You can cast Dispel Magic twice without expending a spell slot. You cannot do so again until you finish a short or long rest.
Voidsense (9th) - As a bonus action, you gain the perception of your dragon lord, gaining blindsense out to 30 feet for 1 minute. You cannot do so again until you finish a short or long rest.
Baleful Geas (12th) - You can cast Geas once without expending a spell slot. You cannot do so again until you finish a long rest.
Wingstorm (12th) - You grow massive ethereal dragon wings and create a violent storm. You can cast Whirlwind once without using a spell slot or material components. You must finish a long rest before you can do so again.
Energy Immunity (15th) - You touch a creature and grant it immunity to one type of energy damage for 24 hours. You must finish a short or long rest before you can use this again.
Greater Draconic Flight (15th) - Choose a number of creatures up to half your Dragonfire Adept level. Each creature grows dragon wings and can Fly as the spell for up to 1 hour without the need for concentration. You cannot use this again until you finish a long rest.
These old 3.5 invocations already have 5E equivalents. These are listed solely for completion of the old 3.5 list, not to rename existing 5E evocations.
Aquatic Adaptation = Gift of the Depths
Draconic Toughness = Armor of Agathys/Fiendish Vigor
Magic Insight = Eldritch sight
Perilous Veil = Sculptor of Flesh
See the Unseen = Devil’s Sight
Breath Effects
These modify your Draconic Breath and do not require activation, you simply announce you are applying them before any rolls. These can be selected when you gain a new invocation. The minimum level is indicated beside the effect. Most effects can be used only once per short or long rest, but some are "at will" and can be used with every breath. You can use them additional times by expending a Dragonfire Adept spell slot. Effects that require a save use your Dragonfire Adept spell save DC. All spell effects that require concentration do so as normal.
Adaptable Breath - You may change the damage type of your Draconic Breath to any other Draconic Element for the duration of its' use. Requires concentration. (3.5 Frost/Lightning/Acid Breath)
Heighten Breath - Creatures in your Draconic Breath now take half damage on a successful save. This effect applies to every use.
Repelling Breath (5th) - Creatures in your Draconic Breath are pushed 10 feet away from you and must make a Strength save or be knocked prone.
Sleep Breath (5th) - Creatures in your Draconic Breath are affected by the Sleep spell.
Slow Breath (7th) - Creatures in your Draconic Breath are affected by the Slow spell.
Weakening Breath (7th) - Creatures in your Draconic Breath must succeed on a Constitution save or have their strength drained. Those that fail their save are affected as if poisoned for 1 minute. (3.5 Weakening and Sickening combined)They are not "poisoned" as the condition, just suffer the effects of being poisoned. Creatures immune to the poisoned condition are still affected as this is a supernatural weakening of the targets. This is the closest approximation I could find to the 3.5 effects that gave Str penalties and the 3.5 "sickened" condition.
Nova Breath (9th) - Your Draconic Breath becomes a sphere emanating from you. The radius is equal to your cone breath distance. (3.5 cloud breath)
Clinging Breath (9th) - The energy from your Draconic Breath clings to the creatures caught in it that failed their saves. You may use your bonus action each subsequent turn to re-roll the damage on those creatures. Requires concentration.
Thunder Breath (9th) - Your Draconic Breath can deal Thunder damage instead of its normal type. You may use this at will.
Force Breath (12th) - Your Draconic Breath can deal Force damage instead of its normal type. You may use this at will.
Paralyzing Breath (15th) - Creatures in your Draconic Breath are affected by the Hold Monster spell.
Some of the 3.5 breath effects are either taken care of by the new breath or just redundant. For comparison sake they are:
Shaped Breath - Part of new breath
Weakening/Sickening Breath – Combined and changed to the closest approximation in 5E, poisoned condition