The Dragon Adept class (first 5 levels)

Minigiant

Legend
Supporter
Either as champions of the weak and oppressed or as cruel oppressors themselves, dragon adepts weild the powerful magic of the dragons. They spew draconic fire with their breath and wield spell like power with their hands to dominate their enemies via either secret rituals or their latent dragonblood.


[h=2]DRAGON ADEPT[/h]
[h=4]Hit Points[/h]
Hit Dice: 1d8 per dragon adept level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per dragon adept level.
[h=4]Proficiencies[/h]
Armor: Light Armor,
Weapons: Simple Weapons,
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two skills from Arcana, Deception, History, Insight, Intimidation, Investigation, and Nature.

LevelProficiency BonusFeaturesCantrips KnownBreath Weapon
Invocations Known
1+2Scales, Spellcasting21d6
-
2+2Eldritch Invocations21d6
2
3+2Dragon Heritage22d62
4+2Ability Score Improvement
32d62
5+3True Breath
33d63
[h=4]SCALES[/h]
Starting at the 1st level, your skin becomes thick and scaly. When you aren't wearing armor, your AC is equal to 13 plus your Dexterity modifier.

[h=4]PACT MAGIC[/h]
At the 1st level,

[h=5]Cantrips[/h]
You know two cantrips from the dragon adept spell list. You learn additional dragon adept cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Adept Table.

[h=5]Spellcasting ability[/h]
Charisma is your spellcasting ability for dragon adept spells.

Spell save DC = DC 8 + your proficiency modifier + your Charisma modifier

Spell attack modifier = Your proficiency modifier + your Charisma modifier

[h=4]BREATH WEAPON[/h]

At 1st level, you gain a breath weapon that you can use at will as an action. 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 save halves the damage. As you gain levels, your breath weapon's damage increases, as shown on the column for Breath Weapon. 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 dragon adepts).

Breath Weapon save DC = DC 8 + your proficiency modifier + your Constitution modifier


[h=4]ELDRITCH INVOCATIONS[/h]
Your knowledge of draconic lore and practice of secret techniques has taught you invocations, secret magical techniques that at key to the natural power of the dragons.

[h=4]DRAGON HERITAGE[/h]
When you reach 3rd level, you choose a dragon heritage to follow: the Dragon Disciple, Dragon Lord, or the Dragon Shaman, detailed at the end of the class description. Your heritage grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

[h=4]ABILITY SCORE IMPROVEMENT[/h]
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.

[h=4]TRUE BREATH[/h]
When you reach the 5th level, you can empower your breath weapon. When you make your breath weapon a true breath, the damage rolls give the maximum result, the ares of the cone or line are tripled, and those who must make a saving throw do so at disadvantage. After you do this, you cannot use your true breath again until you finish a short or long rest

[h=3]DRAGON HERITAGE[/h]

[h=4]DRAGON DISCIPLE[/h]
Dragon Disciples focus on transforming one's body to be more like the dragons they rever. They tap into the latent draconic history in the blood and infuse themselves with dragonic might.
[h=4]Maw and Claw[/h]
Starting at the the 3th level, you can roll 1d4 in place of your normal damage for an unarmed strike. If you do so, your damage is either piercing or slashing damage.
In addtion, when you hit with a unarmed strike for piering damage, you may add your breath weapon damage to the damage roll. You may apply any changes to you breath weapon's damage type from invocations.

[h=4]DRAGON SHAMAN[/h]
Dragon shaman commune with the spirits of dragons of the past taking them as totemic reole models. They aspire to be like the dragons they take as totems.
[h=4]Totem Dragon[/h]
Starting at the 3rd level, you must choose a totem dragon from among the true dragons (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You gain familiarity in the skills and/or tools on the dragon you select as your totem. When you roll an ability check with these skills or tool, you add 1d6 to the roll.
Black: Athletics, Stealth
Blue: Arcana, Deception
Brass: Deception, Survival
Bronze: Disguise kit, Survival
Copper: Deception, Athletics
Gold: Disguise kit, Medicine
Green: Deception, Stealth
Red : Athletics, Deception
Silver: Athletics, Disguise kit,
White: Athletics, Stealth


[h=3]INVOCATIONS[/h]

ACID BREATH: Your breath weapon can deal acid damage instead of fire damage.
ASCENDANT STEP
AURA OF ENERGY
AURA OF POWER
AURA OF RESISTANCE
BEAST SPEECH
BEGUILING INFLUENCE
EYES OF THE RUNE KEEPER

FROST BREATH: Your breath weapon can deal cold damage instead of fire damage if done as a cone. If you do so, the saving throw is a Constitution Saving throw.
LIGHTNING BREATH: Your breath weapon can deal lightning damage instead of fire damage if done as a line breath.
MASK OF TWO FACES
MASTER OF MYRIAD FORMS
MISTY VISIONS

REPULSIVE BREATH: Rather than dealing damage, you can have your breath weapon slow those caught in it. A failed save pushes the afflicted 30 feet away from you. If you do so, the saving throw is a Strength Saving throw.
SLEEP BREATH: Rather than dealing damage, you can have your breath weapon slow those caught in it. If you do so, the saving throw is a Constitution Saving throw. A failed save causes the afflicted to fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage or someone uses an action to wake it.
SLOW BREATH: Rather than dealing damage, you can have your breath weapon slow those caught in it. If you do so, the saving throw is a Constitution Saving throw. A failed save causes the afflicted to have their speeds decreased by 20 feet and can't use reactions for 2 rounds.
SICKENING BREATH: Your breath weapon can deal cold damage instead of fire damage if done as a cone. If you do so, the saving throw is a Constitution Saving throw and the damage is increased by 1d8.
THUNDER BREATH: Your breath weapon can deal sonic damage instead of fire damage if done as a cone breath. If you do so, the saving throw is a Constitution Saving throw.
VISION OF DISTANT REALMS
WEAKENING BREATH: Rather than dealing damage, you can have your breath weapon weaken those caught in it. If you do so, the saving throw is a Constitution Saving throw. A failed save causes the afflicted to have disadvantage on Strength checks and saving throws for 4 rounds.


OPINIONS WELCOME
 
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