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JNAProductions
2024-03-04, 02:32 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two from 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:
-Any weapon you have proficiency with. If it is thrown, you get two additional copies. If it uses ammo, it comes with 20 pieces of ammo.
-(a) A component pouch or (b) an arcane focus
-Leather Armor
-Any simple weapon
-Any one pack

Dragonfire Adept


Level
Prof
Bonus
Features
Cantrips
Known
Spell
Slots
Slot
Level
Invocations
Known
Breath
Effects


1st
+2
Breath Weapon, Archetype, Pact Magic
2
1
1st
---
---


2nd
+2
Invocations
2
2
1st
2
---


3rd
+2
Breath Effects
2
2
2nd
2
1


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


5th
+3
Improved Breath Weapon
3
2
3rd
3
2


6th
+3
Archetype Feature
3
2
3rd
3
2


7th
+3
Metabreath
3
2
4th
4
2


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


9th
+4
---
3
2
5th
5
3


10th
+4
Archetype Feature
3
2
5th
5
3


11th
+4
Greater Breath Weapon
4
3
5th
5
4


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


13th
+5
Archetype Feature
4
3
5th
6
4


14th
+5
Metabreath
4
3
5th
6
5


15th
+5
Impervious
4
3
5th
7
5


16th
+5
Ability Score Improvement
4
3
5th
7
5


17th
+6
Perfected Breath Weapon
5
4
5th
7
6


18th
+6
Apotheosis
5
4
5th
8
6


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


20th
+6
Ultimate Breath Weapon
5
4
5th
8
7



Breath Weapon
At level one, you gain them ability to make a breath weapon attack, much like a dragon. As an action, you can breathe out a 15' Cone or 30' Line of destructive power-the exact damage type determined by your subclass. This attack does 1d6 points of damage, allowing a Dexterity save with a DC of 8+your proficiency bonus+your Constitution modifier to halve the damage.

As a bonus action, you may touch someone and render them immune to your breath weapon until they complete a long rest, you remove their protection as a bonus action, or 24 hours pass. You are always immune to your own breath weapon.

Archetype
Also at level one, you gain your Archetype. This grants features at levels one, six, ten, and thirteen.

Pact Magic
Finally, at level one you gain Pact Magic. While not gained in the same manner as a Warlock, it follows the same in-game rules.

Cantrips
At first level, you know two Cantrips, and learn additional ones as you level up as indicated on the table.

Spell Slots
The table shows how many slots you have to cast, and their level, All your slots are of the same level, and all slots are regained upon completing a short or long rest.

Spells Prepared
You know all spells from the Dragonfire Adept spell list. You may prepare a number per day equal to your levels in this class plus your Charisma modifier, with a minimum of one.

Spellcasting Ability
Charisma is your ability for spellcasting from this class.

Spell Save DC=8+your proficiency bonus+your Charisma modifier
Spell Attack Modifier=your proficiency bonus+your Charisma modifier

Foci
You may use an arcane focus or component pouch for your spells.

Invocations
At level two, you gain two Invocations. These are magical tricks and abilities you've unearthed or empowered yourself with. You gain more Invocations as shown on the table.

Whenever you gain a level in this class, you may switch an existing Invocation for a new one you could've taken at that level.

Breath Effects
At level three, you gain a Breath Effect, a way of modifiying your breath weapon. You gain more Breath Effects as shown on the table.

Whenever you gain a level in this class, you may switch an existing Breath Effect for a new one you could've taken at that level.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two or any two by one. You cannot exceed your normal maximum with these.

Improved Breath Weapon
At level five, your breath weapon becomes more powerful. The range increases to a 20' Cone or 40' Line, and the damage becomes 3d6.

Metabreath
At levels seven and fourteen, you gain a single Metabreath ability. These represent larger modifications than Breath Effects, and can be combined with Breath Effects.

Greater Breath Weapon
At level eleven, your breath weapon grows stronger still. It now has a range of a 25' Cone or a 50' Line, and the damage becomes 5d6.

Impervious
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 the strongest it can be. It now has a range of a 30' Cone or a 60' Line, and the damage becomes 8d6.

Apotheosis
At level eighteen, you become much of a dragon yourself. You gain a +1 bonus to your AC, as your body becomes stronger and scales thicker, and you can use Frightful Presence. As an action, you can make all creatures of your choice that can see you within 120' make a Wisdom save against your Spell DC, becoming Frightened of you for one minute on a failure. On a success, they are not Frightened. They may repeat the save at the end of each of their turns to shake off the condition. You may use this ability once, and regain the ability to do so after completing a short or long rest.

Ultimate Breath Weapon
At level twenty, you may choose to deal maximum damage with your breath weapon. You may do so once, and regain the ability to do so by spending a Pact Magic slot or by completing a short or long rest.


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. Finally, if they attempt to cast a spell with a casting time of one action, roll a d20. On an 11 or higher, the spell is cast normally, but on a 10 or less, the spell is not cast until they spend another action on their next turn. 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 your 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 15th 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 5th 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 11th 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 15th level, Advanced Energy Resistance, and Chromatic or Metallic Ancestry-Gain immunity to your ancestor's elemental damage type.

Instill Vulnerability-Requires 15th 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.

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 15th level and Blindsense-Your Blindsense is now Blindsight.


Metabreath

Focused Breath
You can focus your breath weapon to affect only a single target. When doing so, make an attack roll instead of forcing a saving throw (with a bonus of your proficiency bonus+your Constitution modifier) and increase the damage dice to d10s. You can target a creature up to four times your maximum Line distance away. (So, with a Line distance of 40', you could target a creature up to 160' away.)
If the effect does not deal damage, you must still hit with an attack roll, but then any saves against the effect are made with disadvantage.

Zone Breath
You can make your breath weapon to create a zone. When doing so, the area affected by your breath stays there for one minute or until you lose Concentration (as if Concentrating on a spell), dealing the damage or effects upon any creature who starts their turn in the area or enters it for the first time in a turn.


Chromatic Ancestry

Ancestry
At level one, choose a Chromatic dragon type. You gain resistance to the element their breath weapon deals, and your breath weapon deals the same type of damage.

Powerful Breath
At level six, you add your Charisma modifier to your Breath Weapon's damage.

Fearsome Breath
At level ten, you can force all creatures who failed the save against your breath weapon to make a Wisdom save against your spell DC. On a failure, they are frightened of you until the end of your next turn. You may do so once, and regain the ability to do so by spending a Pact Magic slot or completing a short or long rest.

Devastating Breath
At level thirteen, your breath weapon ignores resistance to its damage.


Metallic Ancestry

Ancestry
At level one, choose a Metallic dragon type. You gain resistance to the element their breath weapon deals, and your breath weapon deals the same type of damage.

Metallic Toughness
At level six, you gain six additional HP. You also gain one extra HP whenever you gain a level in this class.

Shielding Breath
At level ten, when a creature that is immune to your breath weapon is in the area of effect, you may grant them THP equal to the damage rolled. If the breath does not deal damage, they gain THP equal to a normal roll of damage from the breath weapon. You may do so once, and regain the ability to do so by spending a Pact Magic slot or by completing a short or long rest.

Rescue
At level thirteen, you may use your reaction to switch places with an adjacent ally when they are targeted for an attack, causing you to be targeted instead.


Acid Splash
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Fire Bolt
Frostbtie
Gust
Light
Message
Mold Earth
Poison Spray
Ray Of Frost
Resistance
Shocking Grasp
Thunderclap
Absorb Elements
Bane
Beast Bond
Burning Hands
Cause Fear
Chaos Bolt
Charm Person
Chromatic Orb
Color Spray
Command
Comprehend Languages
Create Or Destroy Water
Detect Magic
Disguise Self
Earth Tremor
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Hellish Rebuke
Heroism
Ice Knife
Identify
Longstrider
Ray Of Sickness
Silent Image
Sleep
Thunderwave
Aid
Alter Self
Blindness/Deafness
Calm Emotions
Darkness
Darkvision
Dragon's Breath
Earthbind
Enhance Ability
Enlarge/Reduce
Enthrall
Flaming Sphere
Gust Of Wind
Hold Person
Invisiblity
Levitate
Misty Step
Pyrotechnics
Ray Of Enfeeblement
Scorching Ray
See Invisibility
Silence
Spider Climb
Suggestion
Tasha's Mind Whip
Vortex Warp
Ashardalon's Stride
Call Lightning
Counterspell
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth
Fear
Fireball
Fly
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Sleet Storm
Slow
Thunder Step
Tongues
Water Breathing
Blight
Charm Monster
Compulsion
Confusion
Control Water
Dimension Door
Dominate Beast
Fire Shield
Freedom Of Movement
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Phantasmal Killer
Polymorph
Stone Shape
Vitriolic Sphere
Watery Sphere
Circle Of Power
Cloudkill
Cone Of Cold
Control Winds
Dawn
Dominate Person
Far Step
Geas
Hold Monster
Maelstrom
Mislead
Seeming
Summon Draconic Spirit
Synaptic Static


Fully playable, but plenty of work to be done.

Things I'd especially like advice on:
-Spell List (I'm never good at making those)
-New subclasses
-New invocations, breath effects, and metabreaths (especially metabreaths! I only got two :P )

Something to note: This class, despite getting full Pact Magic progression, does NOT get any spells past 5th level. They don't get Mystic Arcanum equivalents. That's intentional.

JNAProductions
2024-03-04, 07:12 PM
Changelog 3-4
Added range to Focused Breath, because I forgot.