Dragonfire Adept v1.0

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Dragonfire Adept (3.5e conversion)

An unarmored human fighting unarmed against a dragonborn when the dragonborn puffs up its chest and blows a huge puff of fire, encasing the unarmored human in its flame. When all of the sudden, you hear chanting and instantly, an even bigger batch of fire appears from the flames to completely decimate the dragonborn. The human stands victorious.

As you see further along the battlefield, a Tiefling soaring through the air with draconic wings on its back hailing flying above as she smiles with while she open her mouth and see lightning bolts come from her mouth and strike her enemies below ground.

Dragonfire Adepts are experts and fanatical occultists that try to understand the special magic and breath weapons that the legendary dragons hold within them. Through help of their cults, self study and discipline they are able to emulate some core abilities that even the dragon's distant relatives, the dragonborn, cannot recreate.

Dragon Magic

Every Dragonfire Adept learns to infuse their breath and body with Dragon's Magic to recreate their legendary breath weapons. This type of magic is very different than the normal use of magic as their try to incorporate into their body directly. They concentrate on magic that they can rely on constantly on a 24 hour basis allowing consistency but sacrificing versatility.

When it comes to combat, much of which the dragonfire adept does will not vary greatly from to another but how they use their selected talents in and outside of the battlefield will differentiate a good dragonfire adept from a bad one.

Power in Numbers

Dragonfire Adepts tend to stick together in places they can gather freely. Many places will welcome them with open arms when they research and admire good aligned dragons. These places then tend to be great houses of knowledge where all can learn from their wisdom. There are also those who research and warship evil dragons who shunned away from society and commit vile sins in order to become more like their deity, amassing a fortune in their hideout.

It is natural for Dragonfire Adepts to be adventurers as they always seek the knowledge of dragons from all kinds, and dragons are not usually found in hubs of society.

Creating a Dragonfire Adept

The most important thing to creating a Dragonfire Adept is to know what exactly they seek when they adventure. Do you seek just knowledge of dragonkind? Do you want to learn from a specific dragon? Do you have any existing relationships with a dragon in your past weather it be good or bad? Or do you just want to emulate the pure power that the dragons have?

Consider what dragon that you particularly want to emulate. Is it a good dragon that wishes empart all with its wisdom? Or does the dragon want to destroy all life or dominate it? Do you want to hoard gold just like a dragon? In most Dungeons and Dragons games dragons to be very good or very evil with not much wiggle room and most Dragonfire adepts will usually reflect this.

Quick Build

You can make a Dragonfire Adept quickly by following these suggestions. First Charisma Should be your highest ability score followed by Constitution. Then pick the Guild Artisan Background.

Class Features

As a dragonfire adept, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per dragondfire adept level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per dragonfire adept level past the 1st

Proficiencies


  • Armor: none
  • Weapons: Simple weapons
  • Tools: none
  • Languages: Draconic

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two skills from Arcana, History, Intimidation, Investigation, Persuasion, Religion, and Survival
Dragonfire Adept
Level Proficiency Bonus Breath Weapon Features Invocations Known
1st +2 1d6 Breath Weapon, Scales
2nd +2 1d6 Breath Effects, Draconic Invocations 2
3rd +2 2d6 Draconic Cult 2
4th +2 2d6 Ability Score Improvement 2
5th +3 2d6 Ally Attunement 2
6th +3 2d6 Breath Effect 3
7th +3 3d6 Draconic Resistance 3
8th +3 3d6 Ability Score Improvement 3
9th +4 3d6 Cult feature 3
10th +4 3d6 Dragon Wings, Breath Effect 4
11st +4 4d6 Breath Weapon Improvement 4
12st +4 4d6 Ability Score Improvement 4
13st +5 4d6 Cult feature 4
14st +5 4d6 Exotic Breath Effect 5
15st +5 5d6 Perfect Maneuverability 5
16st +5 5d6 Ability Score Improvement 5
17st +6 5d6 Cult feature 6
18st +6 5d6 Draconic Immunities 6
19st +6 6d6 Ability Score Improvement 6
20st +6 6d6 Strafing Breath 6

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow with 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • a Component pouch
  • Two Daggers
    Alternatively, you could begin with starting wealth of 3d4 x 10 gp and purchase starting items of your choice.

Breath Weapon

At 1st level, You learn how to infuse your breath with dragon magic to create a breath weapon. As an action, you create a breath weapon that you can use. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Dexterity saving throw (DC equal to 8 + proficiency modifier + your Charisma modifier) halves the damage. As you gain levels, your breath weapon's damage increases.

You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).

At 11th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.

Scales

At first level, your body hardens with dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Breath Effects

Starting at 2nd level, you learn more breath weapons of other dragons. These breath effects can alter your breath weapon's damage type and area. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect replaces the normal fire damage dealt by your breath weapon, replaces the standard area of your breath weapon and the saving throw of your breath weapon.

At 6th and 10th level you may choose an additional breath effect. At 14th level you may choose an exotic breath effect.

Lighting Breath

  • Damage Type: Lightning
  • Saving Throw: Dexterity
  • Breath Area: Line

Acid Breath

  • Damage Type: Acid
  • Saving Throw: Dexterity
  • Breath Area: Line

    Poison Breath

  • Damage Type: Poison
  • Saving Throw: Constitution
  • Breath Area: Cone

    Cold Breath

  • Damage Type: Cold
  • Saving Throw: Constitution
  • Breath Area: Cone
  • Necrotic Breath - Exotic

    • Damage Type: Necrotic
    • Saving Throw: Dexterity
    • Breath Area: Line

    Thunder Breath - Exotic

    • Damage Type: Thunder
    • Saving Throw: Constitution
    • Breath Area: Cone

    Draconic Invocations

    In your study of occult and dragon lore, you have unearthed Draconic Invocations, fragments of forgotten and primal knowledge that imbue you with an abiding magical ability.

    At 2nd level, you gain two Draconic Invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain dragonfire adept levels, you gain additional invocations of your choice.

    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to dragonfire adept level, not character level.

    Draconic Cult

    At 3rd level, you choose a cult that shapes which dragons you want to study the most and want to emulate. You may choose the cult of Tiamat of the Cult of Bahamut. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Ally Attunement

    Beginning at 5th level, you attune your allies with dragon magic. You may sit in an hour long ritual with your allies which can be done over a short rest. Your allies must be within your reach throughout the ritual, at the conclusion of which your designated allies are immune to your breath weapon.

    Draconic Resistance

    Starting at 7th level, your heavy use of dragon magic gives you resistance to fire damage.

    Dragon Wings

    At 10th level, you gain the ability to sprout a pair of Dragon Wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn.

    You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

    Perfect Maneuverability

    Starting at 15th level, your familiarity with your wings grants you the ability to fly with ease. While flying, you may use dash as a bonus action.

    Draconic Immunities

    Beginning at 18th level, you become similar to a dragon gaining its critical immunities. You are immune to the paralyzed condition and cannot be magically be put to sleep.

    Strafing Breath

    At 20th level, When you use your breath weapon while flying, you can extend the area covered by your breath weapon on the ground. You can use your breath weapon over the speed you fly that turn.

    For example, you have a fly speed of 30 feet, and your breath weapon has a 60-foot line of lightning. Normally, your breath weapon would cover a single 5-foot-by-5-foot area on the ground, since a line is 5 feet wide and 5 feet high. Using Strafing Breath, you can cover an area 5 feet wide and 30 feet long (your fly speed).

    Cult of Tiamat

    Tiamat, a Dragon Deity made purely of evil and has intentions of destroying all that is good. Even if you oppose this direction entirely, the legendary five headed dragon offers those who follow or study her pure power to destroy all those who stand against you.

    Powerful Breath

    Starting at 3rd level your cult learn how to not only how to use magic, but physical prowess to increase the power of your breath weapon.

    Once per round, when you roll damage with your breath weapon, you may add your constitution modifier to it.

    Enduring Breath

    Beginning at 9th level, you learn an special breath weapon augmentation to deal damage over 2 consecutive turns. When you use Enduring Breath, the target takes the normal amount of damage from your breath weapon. In the next round, the same target takes half that amount of damage, no save required.

    Once you use this feature, you can’t use it again until you finish a short or Long Rest.

    Menacing Perception

    At 13th level, you strike fear into the foes who you slaughter. Whenever you reduce a creature to 0 health, all creatures have disadvantage on the next saving throw when you use your breath weapon.

    This does not effect those immune to fear effects.

    Fivefold Breath of Tiamat

    At 17th level, you learn the legendary breath weapon of Tiamat herself. You learn this breath effect.

    Fivefold Breath of Tiamat - Legendary

    • Damage Type: Fire, Poison, Acid, Lightning, and Cold
    • Saving Throw: Dexterity
    • Breath Area: Line and Cone
    • Special Effect: you create five different breath weapons simultaneously: a cone of poison, a cone of cold, a cone of fire, a line of acid, and a line of electricity. Each breath weapon deals damage equal to your normal breath weapon damage, and each one allows a Dexterity saving throw to halve the damage dealt.

    You cannot use enduring breath in conjunction with this breath.

    Once you use this feature, you can’t use it again until you finish a Long Rest.

    Cult of Bahamut

    Bahamut the platinum dragon is a Dragon Deity that usually represents wisdom and wishes to teach all knowledges that are long forgotten. Bahamut opposes his sibling, Tiamat, in the eternal struggle of good and evil.

    Draconic Resilience

    Beginning at 3rd level, whenever you roll initiative you gain temporary hp equal to your class level.

    Slow Breath

    Starting at 9th level, your cult learns a special breath through Bahamut's blessings.

    Slow Breath - Special Breath

    • Damage Type: None
    • Saving Throw: Constitution
    • Breath Area: Cone
    • Special Effect: your breath weapon slows, as if effected by the slow spell, all creatures in its area for 2 rounds. A successful save negates the effect.

    Once you use this feature, you can’t use it again until you finish a short or Long Rest.

    Breath Versatility

    At 13th level, You learn how to manipulate your breath effects to change their properties. Whenever you use any of your breath effects you may now change between line and cone at will. Additionally, you can change the saving throw from constitution to dexterity or vice versa.

    You can change the saving throw two times. You regain all expended uses when you finish a long rest.

    Discorporating Breath of Bahamut

    At 17th level, you learn Bahamut legendary breath weapon. You gain this breath effect.

    Discorporating Breath of Bahamut - Legendary

    • Damage Type: Force
    • Saving Throw: Constitution
    • Breath Area: Line
    • Special Effect: This breath deals This breath effect doubles the number of dice of damage normally dealt by your breath weapon. In addition, any creature that is reduced to 0 or fewer hit points by the breath weapon is disintegrated (as the disintegrate spell).

    You cannot use the benefits gained by Breath Versatility in conjunction with this breath.

    Once you use this feature, you can’t use it again until you finish a Long Rest.

    Draconic Invocations

    If an Draconic invocation has Prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its Prerequisites. A level prerequisite refers to your level in this class.

    Apex Hunter

    You gain advantage on perception checks that rely on hearing or smell.

    Beast Speech

    You can cast Speak with Animals at will.

    Breath of the Night

    Prerequisite: 6th level
    You can cast fog cloud at will.

    Devil’s Sight

    You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.

    Draconic Instinct

    Prerequisite: 10th level
    You can cast identify without the need for material components, but only as a ritual.

    Draconic Knowledge

    You gain proficiency in History and Arcana.

    Draconic Servant

    Prerequisite: 10th level
    You can cast Unseen servent at will.

    Eldritch Sight

    You can cast Detect Magic at will.

    Endure Exposure

    You can cast Endure Elements on yourself at will.

    Eyes of the Rune Keeper

    You can read all writing.

    Flame Aura

    Prerequisite: 6th level
    As a bonus action, you can surround yourself with a magical aura of fire. The aura extends 5 feet from you in every direction, but not through total cover.

    Any other creature that starts its turn in the aura takes fire damage equal to your Charisma modifier (minimum of 0 damage).

    Gift of the Depths

    Prerequisite: 6th level
    You can breathe underwater, and you gain a swimming speed equal to your walking speed.

    You can also cast Water Breathing once. You regain the ability to do so when you finish a long rest.

    Instant Launch

    Prerequisite: 14th level
    As a reaction, you can break free of all grapples and fly instantly 60ft into air.

    Once you use this invocation, you can’t use it again until you finish a long rest.

    Treasure Keeping

    Prerequisite: 10th level
    You can cast arcane lock at will, but anytime you use this invocation all previous uses are dispelled.

    Mask of Many Faces

    You can cast Disguise Self at will.

    Master of Myriad Forms

    Prerequisite: 17th level
    You can cast Alter Self at will.

    Minor Draconic Blessing

    You learn the guidance and mending cantrips.

    Minor Draconic Sorcery

    You learn the prestidigitation and dancing lights cantrips.

    Relentless Bites

    Prerequisite: 6th level, Vicious Bite invocation
    You can Attack with your vicious bite twice, instead of once, whenever you take the Attack action on Your Turn. You can only apply your breath weapon damage once per round.

    Shroud of Shadow

    Prerequisite: 17th level
    You can cast Invisibility at will.

    Vicious Bite

    You can now bite as an action, causing 1d6 piercing damage plus your Strength or Dexterity modifier plus your breath weapon damage.

     

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