Dragonfire Adept

by Darkseid13

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Dragonfire Adept

Dragonfire Adept Class

Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind.

Dragonfire adepts have no arcane or divine magic, nor are they masters of martial prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, dragonfire adepts learn powerful invocations that allow them to access different draconic abilities.

Cunning, hearty, and learned, dragonfire adepts can be warleaders or sages with equal ease.

Extremes of Power

Dragonfire adepts divide their time between practicing the power of their breath weapon, undertaking study of their arcane invocations, and working to build a strong base of allies and friends.

Good-aligned dragonfire adepts defend the weak and frightened, bringing the power of dragons to the aid of those in need. Evil dragonfire adepts chase after more treasure and more power, not caring who they harm in the process. Dragonfire adepts of all alignments remain alert for new sources of draconic lore and investigate likely leads or promising instructors.

Why Dragonfire Adepts?

Dragonfire adepts allow players to take the roles of dragons without eclipsing other characters. A dragonfire adept can serve as a wise sage, a heavy-hitting source of mystic damage, or a crafty ally who confuses and weakens foes with invocations and breath effects.

Though its primary abilities are based on familiar game mechanics, this class gives players new options without making other classes obsolete. It also brings dragons to the fore in a campaign, which gives players and Dungeon Masters alike new opportunities.

Class Features

As a Dragonfire Adept, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Dragonfire Adept level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragonfire adept level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, crossbows
  • Tools: Any one tool proficiency of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Arcana, History, Insight, Religion, and Stealth

Equipment

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

  • (a) a simple melee weapon or (b) a hand crossbow and 30 bolts
  • (a) a javelin or (b) two handaxes
  • *(a) an adventurer's pack or (b) a scholar's pack

Additionally, you start with a small totem or other token of a dragon you seek to emulate.


Multiclassing and the Dragonfire Adept

If your group uses multiclassing, here's what you need to know if you take a level in the Dragonfire Adept class.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 or a Constitution score of 13 to take a level in this class, or to take a level in another class if you are already a Dragonfire Adept.

Proficiencies. If Dragonfire Adept isn't your initial class, you gain proficiency with and simple weapons when you take your first Dragonfire Adept level.

Breath Weapon

Beginning at 1st level, your draconic transformations have unlocked the most iconic expression of a dragon's might- the breath weapon. Your breath weapon deals damage in a pattern determined by your Dragontouched Lineage, and it grows in power as shown in the Dragonfire Adept table. Using your Breath Weapon takes an action.

You may use your Breath Weapon at will, and certain draconic invocations might modify it. Use the formula below to calculate your save dc and attack modifier with your breath weapon.

Breath Weapon Save DC = 8 + your proficiency bonus +

your Constitution modifier

Breath Weapon attack modifier = your proficiency bonus +

your Constitution modifier
Dragonfire Adept
Level Proficiency Bonus Features Breath Dice Draconic Invocations Known
1st +2 Breath Weapon, Dragontouched Lineage, Invocations 1d6 1
2nd +2 Adept's Scales, Draconic Lore 1d6 1
3rd +2 Lineage Feature 1d6 1
4th +2 Ability Score Improvement 1d6 2
5th +3 Extra Attack 2d6 2
6th +3 Lineage Feature 2d6 2
7th +3 2d6 3
8th +3 Ability Score Improvement 2d6 3
9th +4 Damage Resistance 3d6 3
10th +4 Extra Attack (2) 3d6 4
11th +4 Lineage Feature 3d6 4
12th +4 Ability Score Improvement 3d6 4
13th +5 3d8 5
14th +5 Lesser Dragonform 3d8 5
15th +5 Damage Immunity 3d8 5
16th +5 Ability Score Improvement 4d8 6
17th +6 Lineage Feature 4d8 6
18th +6 4d10 7
19th +6 Ability Score Improvement 4d10 7
20th +6 True Dragonform 5d10 8

Dragontouched Lineage

Also at 1st level, you must choose the type of dragon that you identify with the most. Your choice affects your Breath Weapon, Damage Resistance and Damage Immunity class features, and grants you additional features at 1st, 3rd, 6th, 11th, and 17th level.

Draconic Invocations

In your study of draconic lore, you have unearthed Draconic Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 1st level, you gain one draconic invocations of your choice. When you gain certain dragonfire adept levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Dragonfire Adept table. A level prerequisite refers to your level in this class.

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.

Adept's Scales

Beginning at 2nd level, your transformation causes you to grow scales over your body. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Draconic Lore

Also at 2nd level, your study of dragons lends you an expertise with draconic lore that is almost unmatched. Whenever you make a Nature, Arcana or Religion check related to a dragon or dragon culture, you have advantage on that roll.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class.

Damage Resistance

Beginning at 9th level, you gain resistance to a type of damage, depending on your Dragontouched Lineage.

Lesser Dragonform

Beginning at 14th level, you have learned the secret all Dragonfire Adepts aspire to- how to transform into a dragon. As an action, you may cast polymorph on yourself without components. When you do so, you may only transform into a Young true dragon of a type that matches your Dragontouched Lineage. This transformation lasts for 1 minute.

Once you use this feature, you must complete a short or long rest before you can use it again.

Damage Immunity

Beginning at 9th level, you gain immunity to a type of damage, depending on your Dragontouched Lineage.


True Dragonform

At 20th level, you have mastered your draconic transformation. As an action, you may cast shapechange on yourself without components. When you do so, you may only transform into an Adult true dragon of a type that matches your Dragontouched Lineage. This does not require concentration.

Once you use this feature, you must complete a long rest before you can use it again

Dragontouched Lineages

All dragonfire adepts must choose a draconic lineage to focus their power on and through. You channel the powers of your chosen dragon by embodying their mindset and values, although there are whispers of other ways to gain draconic power without aligning oneself with the dragons themselves.

Across the multiverse, there are hundreds of Dragontouched lineages, one for every kind of dragon in the vast multiverse. However, these are the most common to encounter: Gold, Silver, Red, Blue.

Gold Lineage

Gold dragons are the stalwart children of Bahamut, paladins among dragonkind. Dragonfire adepts who join this lineage learn to parley and outthink their foes, wearing heavy armor wielding deadly weapons when their charisma fails them.


Gold Lineage Traits

Feature Type
Breath Weapon Shape 15ft cone
Damage Type Fire

Gold Combat Training

At 1st level when you select this lineage, you gain proficency with heavy armor and martial weapons. You also gain proficiency with the Persuasion skill. If you are already proficient with Persuasion, you become proficient with 1 other skill instead.


Breath Invocation: Weakening

Also at 1st level, you gain the Weakening Breath invocation. This does not count against your maximum number of invocations known, and you may not replace it when you gain levels in this class.


Champion's Words

Beginning at 3rd level, you can spend 1 minute making a grandiose speech or calming prayer. At the end of the 1 minute, all creatures who can hear you fall under the effects of a calm emotions spell. The save DC for this spell uses your Invocation save DC.


Evildoer's Bane

Beginning at 6th level, you are a champion against evil by your very nature, though you may not be good aligned yourself. When you deal weapon damage to a creature, you can expend a use of this feature to expel evil. If the target is an evil-aligned creature, you deal maximum damage instead of rolling. If the creature is not evil-aligned, you learn that they are not evil and the attack deals damage normally.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Wisdom's Word

Also at 6th level, you gain you gain proficiency in Persuasion and can add double your proficiency bonus to checks using it.

Healing Hands

At 11th level, you gain the ability to cast cure wounds as a 6th level spell, once. Once you use this feature, you must complete a short rest before you can do so again. The save DC for this spell uses your Invocation save DC.

Unlimited Law Works

At 17th level, you have learned the true secret of Gold Dragon magic- that laws are a form of magic, old and powerful, and you have been taught ancient laws to bind monsters to your will.

You may cast dominate monster once without using components. Once you use this feature, you must complete a long rest before you can do so again. The save DC for this spell uses your Invocation save DC.

Red Lineage

Red dragons are covetous, evil creatures obsessed with filling their own hoards with gold and treasure. You have learned to emulate their powers of flame and fear to your own benefit.

Red Lineage Traits

Feature Type
Breath Weapon Shape 15ft cone
Damage Type Fire

Gold for Life

Beginning at 1st level, you are emboldened by the acquisition of your own hoard. While you have at least 100 gp worth of magical items, or 100 gp in coinage, you have advantage on saving throws against fear effects.

Intimidation Proficiency

Additionally at 1st level, you gain proficiency with the Intimidation skill. If you are already proficient with Intimidation, you become proficient with 1 other skill instead.


Fire and Fear

Beginning at 3rd level, you learn the art of terrifying your foes with your flames.

Whenever you deal fire damage to a hostile creature with your Breath Weapon, you can use your bonus action to force all hostile creatures within 30 feet of the original target to make a Wisdom saving throw against your Invocation save DC. Each creature that fails this saving throw is frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature twice, and you regain all expended uses upon completing a long rest.


Dancing Flames

By 6th level, your mastery of fire magic has grown. You may cast fireball as an action.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.


Greed is Good

Also at 6th level, whenever you complete a long rest, you gain 1 temporary hit point for every 10 gp you have on your person. This has a maximum equal to your level.


Bonus Invocation: Fivefold Breath of Tiamat

At 11th level, you gain the Fivefold Breath of Tiamat invocation. This does not count against your maximum number of invocations known, and you may not replace it when you gain levels in this class.


Flight of Ruby Fury

At 17th level, the final secret of Red dragon magic is yours to command- your fire has no equal!

Whenever you deal fire damage, you ignore fire resistance and treat fire immunity as resistance instead.

Additionally, whenever you frighten a creature with your Fire and Fear feature, you gain Inspiration.


Silver Lineage

Silver dragons are majestic protectors of isolated enclaves, and their love of food and life is your path to power. Live, drink, fight, and live again!

Silver Lineage Traits

Feature Type
Breath Weapon Shape 15ft cone
Damage Type Cold

History Proficiency

Beginning at 1st level, you gain proficiency with the History skill. If you are already proficient with History, you become proficient with 1 other skill instead.


Breath Invocation: Paralyzing

Also at 1st level, you gain the Paralyzing Breath invocation. This does not count against your maximum number of invocations known, and you may not replace it when you gain levels in this class.


Hands of Peace and War

At 3rd level, the serenity of the silver dragon suffuses you. Even when battle looms, you are confident and calm. If you miss with a melee attack, you may immediately use your bonus action make one Breath Weapon attack.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.


Peaceful Resolution

At 6th level, you have mastered the art of making someone think they have won a fight, when they have actually lost.

Whenever you make a Persuasion check to avoid combat, you gain advantage on that roll. If combat still ensues, you have advantage on your attacks for the first round of combat.

Divine Cold

Beginning at 11th level, you have harnessed the power of the cold and your breath weapon shows it.

Whenever you deal cold damage with your breath weapon, you may add your Wisdom modifier to the cold damage dealt.


Bonus Invocation: Draconic Toughness

Also at 11th level, you gain the Draconic Toughness invocation. This does not count against your maximum number of invocations known, and you may not replace it when you gain levels in this class.


Protector Imperious

At 17th level, you have unveiled the pinnacle of Silver dragon magic- protection divine. You may cast resilient sphere without material components once. You must complete a long rest before you can do so again

Blue Lineage

Emulating the devious and tricksome Blue dragons, you learn illusion and deceit are your birthright, and your path to power.

Blue Lineage Traits

Feature Type
Breath Weapon Shape 30ft line
Damage Type Lightning

Desert Adaptation

At 1st level, you are immune to the enviromental effects of deserts. Additionally, you gain proficiency with the Survival skill. If you are already proficient with Survival, you become proficient with 1 other skill instead.

Heat Mirage

Also at 1st level, you gain the ability to cast minor illusion.

Ambush Predator

Beginning at 3rd level, you learn to emulate the preferred hunting pattern of blue dragons, striking from a hidden vantage point. Whenever you make an attack from concealment, if you hit your target, you can choose to treat that attack as a critical hit.. You can use this a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest

Thunderous Approach

Beginning at 6th level, you have learned how to maximize the sonic power of your lightning breath. You lightning breath now deals an additional die of thunder damage. of the size your Breath Weapon currently uses.

Trick of the Light

Beginning at 11th level, you may cast major image once without components. Once you use this feature, you must complete a long rest before you do so again.

Bonus Invocation: Thundergust

Also at 11th level, you gain the Thundergust invocation. This does not count against your maximum number of invocations known, and you may not replace it when you gain levels in this class.

All the World is Blue

At 17th level, the secrets of Blue dragon magic are revealed- that reality is an illusion, and you are the only true thing in life.

Beginning at 11th level, you may cast phantasmal killer once without components. Once you use this feature, you must complete a long rest before you do so again.

Draconic Invocations

Invocation attack modifier and Save

Some Draconic Invocations require attack rolls or require a creature to make a saving throw. Calculate attack modifiers and save DCs as shown below:

Invocation Save DC = 8 + your proficiency bonus +

your Charisma modifier

Invocation attack modifier = your proficiency bonus +

your Charisma modifier

Breath Invocation: Acid

Prerequisites: None

You may use a bonus action to change your Breath Weapon's damage to Acid. Additionally, whenever you deal damage to a creature with your Breath Weapon, that creature must succeed on a Constitution saving throw against your Invocation DC. On a failed save, that creature is poisoned for 1 minute.

You may only have one Breath invocation active at one time.

Aquatic Adaptation

Prerequisites: None

You gain a swim speed of 30 feet, and the ability to breathe underwater. If you already have a swim speed, it increases by 10 feet.

Chilling Fog

Prerequisites: None

As an action, you can breathe a fog cloud that covers a 30 foot radius in front of you. Creatures other than you take 2d8 cold damage at the start of their turn while in the cloud. Additionally, the cloud lightly obscures anything inside it and breaks line of sight. The cloud lasts for one minute.

Once you use this invocation, you must complete a short rest before you can use it again.

Deafening Roar

Prerequisites: None

As an action, you may roar with thunderous power. Make an Invocation attack roll against all creatures within a 30 foot cone in front of you. On a successful hit, you deal 4d4 Thunder damage, and the damaged creature cannot use reactions until your next turn.

Discorporating Breath of Bahamut

Prerequisites: 11th level, must not have Fivefold Breath of Tiamat

You have uncovered the secret breath of the Platinum dragon-god Bahamut. Whenever you deal damage with your Breath Weapon, you may choose to double the damage dice dealt. Creatures reduced to 0 hit points by this damage are disintegrated and cannot be revived without using true resurrection or wish.

Once you use this feature, you must complete a short rest before you can use it again.

Draconic Claws

Prerequisites: None

You learn how to grow deadly claws on the tips of your fingers, suitable for killing. Your unarmed strikes deal 1d8 slashing damage in addition to their normal damage. Additionally, if you have the elemental weapon Invocation, you may apply the effects of that Invocation to your unarmed strikes.

Draconic Flight

Prerequisites: 5th level

You have learned how to unfurl magical wings from your back or arms. You may use a bonus action to summon these wings, granting you a flying speed of 30 feet for 1 minute.

Once you use this feature, you must complete a long rest before you can use it again.

Draconic Toughness

Prerequisites: 5th level

You call upon the vaunted toughness of your draconic icon, granting you toughness beyond men. You may use an action to gain a number of temporary hit points equal to your level. These temporary hit points last for 1 minute. Additionally, when you activate this invocation, if you are poisoned, frightened, or charmed, you can end one of those conditions. Once you use this Invocation, you must complete a short rest before you can use it again.

Elemental Weapon

Prerequisites: None

You have learned the art of imbuing your breath weapon into a physical weapon you carry. As an action, you may choose one weapon you are touching, imbuing your breath weapon in it. It's damage type becomes the same as your active Breath Weapon damage type, and you add your Breath Weapon damage to attacks made with the weapon.

However, you may not use your Breath Weapon while the Elemental Weapon invocation is active. You may end the imbuement with a bonus action.

Wingstorm

Prerequisites: 11th level, Draconic Flight

Beating your powerful wings, you blow your foes away.

While your Draconic Flight invocation is active, you may use an action to make an Invocation attack roll against all creatures in a five foot wide, 30 foot long line in front of you. On a successful hit, you deal 4d4 bludgeoning damage and 4d4 thunder damage, and the damaged creatures are pushed directly back 10 feet.

Extended Breath Weapon

Prerequisites: None

Your breath weapon's range extends by 5 ft. if a cone, or 10 ft. if a line. You may take this invocation more than once.

Fivefold Breath of Tiamat

Prerequisites: 11th level, must not have Discorporating Breath of Bahamut

You have unleashed the secret weapon of the chromatic dragon-goddess Tiamat. Your breath weapon now permanently deals 1d6 each of fire damage, cold damage, poison damage, lightning damage, and acid damage. You may not use any other Breath invocations to change your breath weapon's damage type.

Force Breath

Prerequisites: 5th level

You may use a bonus action to activate this invocation. Your breath weapon damage becomes Force, and creatures damaged by it are pushed back 5 feet in a direction of your choosing.

You may only have one Breath invocation active at one time.

Frightful Presence

Prerequisites: 5th level

You have tapped into the fear that is a true dragon's natural birthright. As an action, you may force each creature of the your choice that is within 60 ft. of you and aware of you to succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

Once you use this invocation, you must complete a long rest before you can use it again.

Greater Draconic Flight

Prerequisites: 11th level, Draconic Flight

Your wings from Draconic Flight now last until you dismiss them or fall unconscious, allowing you to have a flight speed as long as they are active.

Breath Invocation: Paralyzing

Prerequisites: None

You exhale paralyzing gas in a 30 ft cone. Each creature in that area must succeed on a Constitution saving throw against your Breath Weapon DC or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You may only have one Breath invocation active at one time.

See the Unseen

Prerequisites: 5th level

You may cast see invisibility on yourself at will.

Sheltering Wings

Prerequisites: 5th level

You have learned how to extend protection to those around you, manifesting spectral wings to defend your allies. You may spend a bonus action to summon these wings. These wings last for 1 minute. While active, friendly creatures within 5 feat of you may Dodge as a bonus action.

Breath Invocation: Slowing

Prerequisites: None

You exhale paralyzing gas in a 30 ft cone. Each creature in that area must succeed on a Constitution saving throw against your Breath Weapon DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You may only have one Breath invocation active at one time.

Thundergust

Prerequisites: None

You have learned the art of summoning wind infused with thunder and lightning. You may cast gust of wind using your Invocation save DC a number of times equal your your Proficiency bonus.

When cast this way, a creature who fails the Strength saving throw takes 2d4 thunder and 2d4 lightning damage in addition to the spell's other effects.

Voidsense

Prerequisites: 11th level

You gain blindsense out to 30 ft.

Walk Unseen

Prerequisites: 5th level

You may cast invisibility on yourself once using this Invocation. Once you use this invocation, you must complete a long rest before you can use it again.

Breath Invocation: Weakening

Prerequisites: None

You exhale paralyzing gas in a 30 ft cone. Each creature in that area must succeed on a Constitution saving throw against your Breath Weapon DC. On a failed save, the creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute.

You may only have one Breath invocation active at one time.

 

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