Dragonfire Adept Welcome to my take on my favourite class, the Dragonfire Adept from D&D 3.5. I am basing this version heavily on the 3.5 class, but I intend to make it feel like a proper 5E class and I use a lot of inspiration from the Warlock and the Sorceror, both of which have similarities to the original Dragonfire Adept class. I know there are other attempts at this that has been done, but in my opinion they were either quite overpowered, or didn't really feel like a 5E class. I hope to rectify both with this version. Class Features As a Dragonfire Adept, you gain the following class features Hit Points Hit Dice: 1d8 per Dragonfire Adept level

1d8 per Dragonfire Adept level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Dragonfire Adept level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons

Simple Weapons Tools: None

None Languages: Common, Draconic Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose three from Athletics, Arcana, Deception, History, Intimidation, Investigation, Perception and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar’s pack or (b) an explorer’s pack

Leather armor, any simple weapon, and two daggers Draconic Patron All Dragonfire Adepts have to choose one type of dragon as their patron. This is a type that they have a deeper connection to and it fuels some of their abilities, but mainly it decides the damage type and regular shape of the breath weapon. Patrons Element Types Shape Fire Gold, Brass, Red´ Cone Cold White, Silver Cone Lightning Blue, Bronze Line Acid Black, Copper Line Poison Green Choose one Breath Weapon Starting at 1st level a Dragonfire Adept gain a breath weapon. As an action you can exhale a 15ft cone or 30ft line, and doing 1d6 damage of a type, both depending on your Draconic Patron. Everyone caught in the breath attack get a dexterity save for no damage. Breath save DC = 8 + your proficiency bonus + your Constitution modifier Breath Sorcery Starting at 1st level a Dragonfire Adept is able to mix arcane energies into their breath weapon. You start by knowing two arcane breaths, and learn more at higher levels. When you learn a new one, you may exchange one you know for a new one as long as you meet the requirements of the new one. An arcane breath adds an effect or changes your breath weapon and you can only use one at a time. Most Arcane Breaths cost Sorcery points to use. You start with 3 sorcery points, and get one more each level. You regain all sorcery points on a long rest. If you have sorcery points from other sources, they can be pooled together. If you are able to take a breath weapon attack twice in a round, you can only spend sorcery points for breath sorcery on one of them. Dragonfire Spells A Dragonfire Adept doesn't know any normal spells, but can get accsess to spells through invoctations and certain class abilities. Spellcasting Ability Charisma is your spellcasting ability for any spells your aquire through this class, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC and attack modifiers for such spells. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = 8 + your proficiency bonus + your Charisma modifier Spellcasting Focus You can use any arcane focus as a focus for your breath weapon and spells. Dragon Scales At 2nd level, you grow a thin set of scales that match the color of your chosen dragon, but are not visible at first glance. These scales give you an AC of 10 + your Dexterity modifier + your Constitution modifier when you aren’t wearing armor. Draconic Invoctations At 2nd level, you gain two draconic invoctations of your choice. Your invoctation options are detlailed at the end of the class description. When you gain cerlain Dragonfire Adept levels, you gain additional invoctations of your choice, as shown in lhe Invoctations Known column of theDragonfire adept table.

Dragonfire Adept Level Proficiency Bonus Features Breath Weapon Damage Arcane Breaths Invoctations known 1st +2 Breath Weapon, Breath Sorcery, Draconic Patron 1d6 1 - 2nd +2 Draconic Invoctations, Dragon Scales 1d6 1 2 3rd +2 Draconic Aspect 1d6 2 2 4th +2 Ability score improvement 1d6 2 2 5th +3 2d6 3 3 6th +3 Aspect ability 2d6 3 3 7th +3 2d6 4 4 8th +3 Ability score improvement 2d6 4 4 9th +4 2d6 4 5 10th +4 Aspect Ability 2d6 5 5 11th +4 Improved Breath Weapon 3d6 5 5 12th +4 Ability score improvement 3d6 6 6 13th +5 3d6 6 6 14th +5 Aspect Ability 3d6 6 6 15th +5 3d6 7 7 16th +5 Ability Score Improvement 3d6 7 7 17th +6 Extraordinary Breath Weapon 4d6 7 7 18th +6 4d6 8 8 19th +6 Ability score improvement 4d6 8 8 20th +6 Unending Rampage 4d6 8 8 Additionally, when you gain a level in this class, you can choose one of the invoctations you know and replace it wilh another invoctation that you could learn at that level. Draconic Aspect At third level, you have to choose a Draconic Aspect. The different aspects focus on different parts of what it means to be a dragon: Draconic Might, Draconic Lore, or Draconic Presence, each of which is detailed at the end of the class description. Your choice grants you class features at third level and again at 6th, 10th and 14th level. Improved Breath Weapon At 11th level, you gain the ability to use two Arcane Breaths at once. If both try to change the damage type or they try to change different shapes or saves, choose one. Extraordinary Breath Weapon At 17th level, you gain the ability to use up to three Arcane Breaths at once. Same restrictions as Improved Breath Weapon apply. Unending Rampage At 20th level, you are able to use an Arcane Breath without paying it cost. When you have done so, you cannot do it again for 1d4 rounds. Draconic Aspects Choosing an aspect to focus their studies on is a vital part of being a Dragonfire Adept. The different aspects lend themselves to different focuses. Draconic Might Adepts with the might aspect are fearsome warriors, usually thriving on the front lines. They are tough like a dragon and can use short ranged breath weapons easily, as they don't mind getting close up. Bonus proficiencies Upon choosing this tradtion you gain proficiency with all martial weapons and with shields.

Hardened Scales At 3rd level your scales grow tougher, but a bit more restrictive. You can no longer wear armor, but your AC becomes 10 + twice your constitution modifier. In addition you also gains resistance to the damage type of your Draconic Patron. Your scales are now very visible. This counts as wearing heavy armor. Extra attack At 6th level you can attack twice when you use the attack action. You may also swap one of the attacks for a breath weapon attack if the breath costs no more then 1 sorcery point. Engulfing Breath At 10th level you can engulf yourself with your breath weapon when you use it. This lasts for 1 minute and you can't use it again until you have had a short rest. This gives you immunity to the damage type of your Draconic patron. Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed of 60ft. You can create these wings as a bonus action on your turn. Clothing not made to accommodate your wings might be destroyed when you manifest them. Draconic Lore Adepts of the lore aspect are similar to draconic scholars, focusing on the deep knowledge and understanding the great old dragons can posess. But their studies also give them an unprecedentet control over their breath weapons. A control that even many dragons can envy. Draconic Expertise At third level you can choose two skills that use Intelligence or Wisdom that you can add double your proficiency to. Dragon Breath Metamagic At third level you expand your ability to manipulate your breath weapon with arcane energy even further. This grants you Breath Metamagic and increased Sorcery Points. Double any sorcery points gained from Dragonfire Adept. The metamagic gained can be applied to breath weapons, even when using breath sorcery. You can use as many metamagics as you wish at one time. You start knowing two Dragon Breath Metamagics and you gain another one on at 6th, 10th and 14th level. Distant Breath When you use your breath weapon as a line or a ray (with the Breath Ray invoctation), you can spend one Sorcery point to double the range. If you use your breath weapon as a cone, you can spend two sorcery points to double the range. Empowered Breath When you roll damage for your breath weapon, you can spend 1 sorcery point to reroll a number of the damage dice up to your constitution modifier (minimum of one). You must use the new rolls. Quickened Breath You can spend 2 sorcery points to use your breath weapon as a bonus action. Heighten Breath When you use your breath weapon you can spend 3 sorcery points to give one of the targets of your breath disadvantage on his first save from the breath. Split Breath When you use your breath weapon you can spend 1 sorcery point to create two cones (or lines depending on the breath weapon), each of which deal half damage. If they cross over, they deal full damage. Cloud Breath When you use your breath weapon you can spend 1 sorcery point to make it spew out from the pores in your skin and every body opening, creating a 10ft radius cloud centered on you. Shape Breath When you use your breath weapon you can spend 1 sorcery point to switch what would normally be a line, to a cone and the other way around. Clinging Breath When you use your breath weapon you can spend 3 sorcery points and concentrate to make the breath cling to the targets. This lets you use a bonus action on consecutive rounds to either deal damage of the same type of the breath equal to you constitution modifier, or renew the duration of any other effects. Draconic Stamina At 6th level, you may draw on your reserves for increased sorcery points. As a bonus action, you regain sorcery points equal to twice your constitution modifier. Using this ability gives you one level of exhaustion. This exhaustion may not be healed magically. Draconic Magic Student At 10th level you can chose a spell of 5th level or lower from the sorceror spell list. You can cast this spell once for free per long rest. Extra castings cost 7 sorceror points. Dragon Soul At 14th level, you can use an action to turn your dragon breath into pure dragon energy. This breath is a 120ft cone and deals 10d10 force damage, ignoring all resistances and immunities. It cannot be affected by Dragon Breath Metamagic or Breath types. When this is used, it cannot be used again until you have a long rest. Draconic Presence This aspect focuses on the Dragons force of will and cunning. Dragons are famous for being able to decieve and manipulate when they don't want to use direct force.

Draconic Influence When you choose this aspect, you become proficient in two skills based on Charisma, or add double your proficiency to two such skills that you already are proficient in. You also gain advantage on all charisma skill check made against dragons of your Dragon Patron type. Lure of the Dragon At 3rd level, you gain the ability to cast Suggestion, as the spell once. You cannot do this again until after a short or a long rest. Draconic Gaze At 6th level, you can let your eyes transform into hypnotic draconic eyes. As an action, chose one creature that you can see within 30 ft of you, if the target can see you, it must sucseed on a Wisdom saving throw against your spell save DC, or be hypnotized by you until the end of your next turn. The hypnotized creature is incapacitated and its speed drops to 0. On subsequent turns, you can use your action to maintain the effect, extending its duration until the end of your next turn. However, the effect ends if you move more then 30ft away from the target, if the creature can't see you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against the effect, you can't use this feature on that creature until you have finished a short rest. alter self At 10th level, you can cast alter self at will, and no concentration is required. Frightful visage At 14th level, you can summon your inner dragon in such a way as to make you seem like a horrible great dragon to all enemies that can see you. As an action, you project this massive aura and all enemies that can see you have to make a wisdom save against your spell save DC or be frightened for one minute. Once used, it cannot be used again until you have taken a short or a long rest. Breath Sorcery Each Arcane Breath will list prerequisites for taking it, the damage that it changes the breath weapon to, the shape it uses and the save it uses. It will also list any adittional effects. Elemental Breath Prerequisite: None Damage type: Fire, Cold, Acid, Lightning, or Poison.

Fire, Cold, Acid, Lightning, or Poison. Shape: Normal, as for the type.

Normal, as for the type. Save: Dexterity

Dexterity Cost: 1 sorcery point. Freezing Breath Prerequisite: None Damage type: Cold.

Cold. Shape: Cone.

Cone. Save: Constitution

Constitution Cost: 1 sorcery point. Their speed becomes 0 until your next turn on a failed save. They can, as an action, try to break free with a Strength Check with a DC equal to your breath save DC. Reaching Breath Prerequisite: None Damage type: No Change.

No Change. Shape: No Change.

No Change. Save: No Change

No Change Cost: 0 sorcery points. Your breath is doubled in length, but damage is halved. Sickening Breath Prerequisite: 3rd level Damage type: Poison.

Poison. Shape: Cone.

Cone. Save: Constitution

Constitution Cost: 1 sorcery point. On a failed save, they are poisoned for one round. Slow Breath Prerequisite: 5th level Damage type: No damage.

No damage. Shape: Cone.

Cone. Save: Wisdom

Wisdom Cost: 1 sorcery points. This breath deals no damage, but its effect is visible as space itself seems distorted. All targets that fail the save are affected by the Slow spell until the end of your next turn. Sleep Breath Prerequisite: 9th level Damage type: No Damage.

No Damage. Shape: No Change.

No Change. Save: Wisdom

Wisdom Cost: 2 sorcery points. This breath deals no damage, but anyone that fails the save is put to sleep for one round, as per the sleep spell. Thunder Breath Prerequisite: None Damage type: Thunder.

Thunder. Shape: Cone.

Cone. Save: Strength

Strength Cost: 1 sorcery point. This breath deals double damage to all objects hit that are not carried or equipped. Enduring Breath Prerequisite: 10th level Damage type: No Change.

No Change. Shape: No Change.

No Change. Save: No Change

No Change Cost: 1 sorcery point. This breath affects the creature deep into the skin, and deals half damage on the end of the creatures turn, in addition to the normal damage.

Force Breath Prerequisite: 3rd level Damage type: Force.

Force. Shape: Cone or Line.

Cone or Line. Save: Dexterity

Dexterity Cost: 1 sorcery point. Paralyzing Breath Prerequisite: 12th level Damage type: No damage.

No damage. Shape: Line.

Line. Save: Wisdom

Wisdom Cost: 5 sorcery points. This breath deals no damage, but there still might be a visual effect as any objects caught in the breath is frozen for 1 minute and can't be moved. Any creatures that fails it's wisdom save is paralyzed. It can take another save at the end of each of its turns. Tempest breath Prerequisite: 5th level Damage type: Lightning.

Lightning. Shape: Line or cone.

Line or cone. Save: Dexterity

Dexterity Cost: 1 sorcery point. This breath weapon deals damage as normal with a breath thats like a howling crackling gale, but it pushes everyone that fails their save 10ft per constitution modifier in any direction. Entangling Breath Prerequisite: 3rd level Damage type: No change.

No change. Shape: Cone.

Cone. Save: Dexterity

Dexterity Cost: 2 sorcery points. This breath weapon deals damage as normal, and it also leaves behind tendrilsof the same damage type as the breath weapon. They grab the targets of the breath and anyone who fails the save has becomes restricted for up to 1 minute. Keeping this effect going requires concentration. The targets can also, as an action, make a Strength check against the Save DC to be released from the effect. Dispelling Breath Prerequisite: 9th level Damage type: No damage.

No damage. Shape: Cone.

Cone. Save: No save

No save Cost: 4 sorcery points. This breath weapon deals no damage, but tries to dispell all spells affecting objects and creatures that are hit by the breath. Any spell of 3rd level or lower on the targets ends. For each spell of 4th level or higher on the targets, make an ability check, using your spellcasting ability. The DC equals 10 + the spells level. On a sucsessfull check, the spell ends. Fivefold Breath of Tiamat Prerequisite: 15th level Damage type: Fire, Cold, Acid, Lightning, and Poison .

Fire, Cold, Acid, Lightning, and Poison . Shape: Cones and lines.

Cones and lines. Save: Dexterity

Dexterity Cost: 10 sorcery points. This breath weapon is made by three cones, with Fire, Cold and Poison damage, and two lines with Acid and Lightning damage. Each of the cones and lines deals your full breath weapon damage and each have their saves individually if they overlap. Ray Breath Prerequisite: 3rd level Damage type: As normal .

As normal . Shape: Ray.

Ray. Save: No Save

No Save Cost: 0 sorcery points. This breath weapon focuses your breath and concentrates it into a thin ray that bubbles and sparks with elemental energy. It can only target a single creature, and it uses your spell attack modifier against AC. The damage is the same as your normal breath weapon, but you can use one Sorcery point to double it. That must be done before making the attack and it cannot be doubled if the shape is changed in any way from a ray. Inferno Breath Prerequisite: 5th level Damage type: Fire .

Fire . Shape: Cone or Line.

Cone or Line. Save: Dexterity

Dexterity Cost: 2 sorcery points. This breath weapon lets you heat yourself up as a roaring furnace. Your body glows and become extremly hot to touch. Anyone hitting you with a melee attack the weapon is superheated and they have to drop it or be dealt damage equal to your constitution. These effects last until the end of your next turn. Your breath weapon is extra hot and sets fire to anyone that doesn't make their save. This deals 1d6 extra fire damage at the start of their turns. They can put out the fire by spending an action and a Dexterity check of DC 10. Anyone that aids them gives them advantage on the check. Draconic Invoctations If an draconic invoctation has prerequisites, you must meet them to learn it. You can learn the invoctation at the same time you meet its prerequisites. Aquatic Adaption You gain a swim speed equal to your base speed, and you can breath water. Beguiling Influence You gain proficiency in two charisma skills. Breath Furnace Your inner fire grows stronger and you can add your charisma modifier as damage on all breath weapon attacks. If your attacks deal damage over several turns, this only applies on the first turn.

Breath of the night You can cast fog cloud by spending one sorcery point. Call of the Dragon Prerequsite: 15th level, Presence Aspect feature You can, as an action, shout out for aid from a dragon. It appears as if out of nowhere, and lands within 60ft of you. It can be of a challenge rating up to 8. It has its own intiative and is friendly to you and your allies. If not ordered to do anything it will stand its ground and defend itself. You can ask it to do anything within its power and it will follow the orders within the best of its abilites. To keep it around you will need to concentrate, and if you loose conentration, it will fly away. It will also fly away after 10 minutes, or if it reaches below 10% of its hit points. After you have used this ability, you have to take a long rest to use it again. Draconic Knowledge You gain proficiency in any two intelligence skills except investigation. You also gain advantage in Intelligence (Arcana) on anything regarding dragons or drakes. Draconic Flight Prerequisite: 5th level You gain the ability to sprout dragon wings temporarily. As a bonus action, you sprout your wings and gain a fly speed of 30ft for up to one minute. Maintaining the wings requires concentration as if it were a spell. Once used, it cannot be used again until you have had a long rest. Draconic Vigor You can cast false life on yourself at will as a 1st level spell, without needing material compononents. Dragons Curse Prerequisite: 5th level You can cast bestow curse once. You can't do so again until you finish a long rest. Elemental Charge Prerequisite: 12th level, Might Aspect feature You can, as a bonus action breath a small breath of your breath weapon elemental type onto a weapon you are holding. This effect lasts for 1 minute, but needs no concentration. It adds your constitution modifier to your damage with the weapon. Endure Exposure At will, you can, as an action, cloak yourself and up to your charisma modifier of others you can see in a protective magical cloak. It protects against the natural extremes of weather, wether it be the schorching heat in a desert or the blistering cold winds in winter. In addition to this, the protection makes all the targets immune to any effects of your breath weapon. This protection lasts for 24 hours, or until you spend an action to revoke it. Enveloping Shadows You can cast Darkness by spending one sorcery point. Eyes of the dragon Scholar You are able to read any language and gets advantage on any check to interpret symbols or similar. Filling Breath Your breath weapon deals half damage on a successful save if you spent at least one Sorcery point on it. Illusive mask You can cast disguise self at will. Its duration is 24 hours. Magic Insight You can cast detect magic at will, and with 10 minutes of concentration, you can identify an object you are holding as per the identify spell. Manipulate the flesh Prerequisite: 7th level You can cast polymorph once. You can't do so again until you finish a long rest. Protection from above Prerequisite: 7th level You can, as an action, cast protection from energy at yourself and a number of willing allies within 30ft, up to your charisma modifier. The damage type has to be the same for all of you. You can't do so again until you have finished a long rest. Terrefying Roar Prerequisite: 9th level You can, as an action, let out a mighty roar that can deafen and frighten anyone around you. Anyone within 15ft of you must take a constitution save to avoid being deafened for 1 minute. Anyone within 30ft of you must take a wisdom save to avoid being Frightned for one round. The save DC is equal to your spell save DC. Once you have used this ability, it cannot be used again until you have finished a short or a long rest. The Mountain *Prerequsite: 5th level, Might Aspect feature You can cast Enlarge/Reduce at will, but you can only use the enlarge part and only on yourself. This costs 1 sorcery point. If you spend one more sorcery point, you can cast it as a bonus action, and it doesn't require concentration. Trick of the dragon You can cast silent image at will. See the unseen You can see normally in darkness, both natural and magical up to 120ft. Visions of the void Prerequisite: 9th level You gain 30ft of voidsense.