Base Class: Warlock
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.
Dragon's Breath
When you cast Eldritch Blast on your turn, you can replace a beam with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Charisma modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 damage. On a successful save, a creature takes half as much damage. You choose the damage type each time you use this feature: Acid, Cold, Fire, Lightning, or Poison.
When you gain additional beams of your Eldritch Blast you can replace additional beams to increase the damage of your Dragon's Breath. For every beam replaced, the breath deals an additional 1d10 damage. You decide how many beams you replace when cast Eldritch Blast.
Breath Effect
You can use your connection to the dragon aspects to enhance your breath. You learn two effects of your choice, from among the effect described below, and each time you gain a level in this class, you can replace one effect you know with a different one from this feature. When you reach certain levels in this class, you learn additional effects, as shown in the Effects Known table.
| Warlock Level |
Number of Effects |
|---|---|
| 3rd | 2 |
| 6th | 3 |
| 10th | 4 |
| 14th | 5 |
The following effects are available to you when you learn a effect. Effects may change the dragon's breath save and damage type. If a breath effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Charisma modifier.
- Enduring Breath: The effects of your breath lingers on the those that couldn't get out of the way. When a creature fails its save, the creature takes the dragon's breath's damage as acid or fire damage and the creature takes an additional 1d6 damage of the same type at the end of its next turn. This damage increases by 1d6 for each beam you replaced.
- Force Breath: Your breath becomes a wave or beam of kinetic energy. Any creature in the area must make a Strength saving throw. On a failed save, the creature takes the dragon's breath's damage as force damage and is pushed 15 feat back and knocked prone. On a successful save, the creature takes half as much damage and doesn't suffer the additional affects.
- Shaped Breath: You can choose a number of creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the breath, and it takes no damage.
- Sickening Breath: You add a toxin to your poisonous breath, forcing any creature in the area to make a Constitution saving throw. On a failed save, the target takes the dragon's breath's damage as poison and has the Poisoned condition for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success.
- Sleep Breath: Your breath becomes a mystical energy. Each creature in your dragon's breath must succeed on a Wisdom saving throw or take the dragon's breath damage as poison and becomes dazed for 1 minute. ON a success, the creature takes half as much damage and isn't dazed. At the end of each of its turns, the dazed target can repeat the save, ending the effect on itself on a success.
- Slow Breath: Your breath chills those in it to the bone. Any creature in the area must make a Constitution saving throw. On a failed save, the creature takes the dragon's breath's damage as cold damage and can make an action or a bonus action on its next turn, not both. On a successful save, the creature takes half as much damage and doesn't suffer the additional affects.
- Weakening Breath: Your breath shocks the muscles of the creature, making it difficult to pull off attacks. On a failed save, the creature takes the dragon's breath's damage as lightning damage and it has disadvantage on weapon attack rolls until the start of your next turn. On a successful save, the creature takes half as much damage and doesn't suffer the additional affects.
You an use these effects a number of times equal your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
Enduring Breath
The effects of your breath lingers on the those that couldn't get out of the way. When a creature fails its save, the creature takes the dragon's breath's damage as acid or fire damage and the creature takes an additional 1d6 damage of the same type at the end of its next turn. This damage increases by 1d6 for each beam you replaced.
Force Breath
Your breath becomes a wave or beam of kinetic energy. Any creature in the area must make a Strength saving throw. On a failed save, the creature takes the dragon's breath's damage as force damage and is pushed 15 feat back and knocked prone. On a successful save, the creature takes half as much damage and doesn't suffer the additional affects.
Shaped Breath
You can choose a number of creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the breath, and it takes no damage.
Sickening Breath
You add a toxin to your poisonous breath, forcing any creature in the area to make a Constitution saving throw. On a failed save, the target takes the dragon's breath's damage as poison and has the Poisoned condition for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success.
Sleep Breath
Your breath becomes a mystical energy. Each creature in your dragon's breath must succeed on a Wisdom saving throw or take the dragon's breath damage as poison and becomes dazed for 1 minute. ON a success, the creature takes half as much damage and isn't dazed. At the end of each of its turns, the dazed target can repeat the save, ending the effect on itself on a success.
Slow Breath
Your breath chills those in it to the bone. Any creature in the area must make a Constitution saving throw. On a failed save, the creature takes the dragon's breath's damage as cold damage and can make an action or a bonus action on its next turn, not both. On a successful save, the creature takes half as much damage and doesn't suffer the additional affects.
Weakening Breath
Your breath shocks the muscles of the creature, making it difficult to pull off attacks. On a failed save, the creature takes the dragon's breath's damage as lightning damage and it has disadvantage on weapon attack rolls until the start of your next turn. On a successful save, the creature takes half as much damage and doesn't suffer the additional affects.
Dragonkin
At 6th level, you become infused with the power of the dragon aspects. You gain benefits from one of the aspects in the following list.
Aspect of Acid
- Resistance. You are resistant to acid damage.
- Aquatic Adaptation. You gain the ability to breathe underwater and gain a swim speed equal to your walking speed.
- Acidic Touch. When you end your turn grappled to a creature, that creature takes 2d6 acid damage.
Aspect of Cold
- Resistance. You are resistant to cold damage.
- Chilling Fog. You always have the Fog Cloud spell prepared. You can cast this spell once per long rest without expending a spell slot. When a creature starts its turn in or enters your Fog Cloud for the first time on a turn, it takes 2d6 cold damage.
Aspect of Fire
- Resistance. You are resistant to fire damage.
- Scalding Gust. You always have the Gust of Wind spell prepared. You can cast this spell once per long rest without expending a spell slot. When a creature starts its turn in or enters your Gust of Wind for the first time on a turn, it takes 2d6 fire damage.
Aspect of Lightning
- Resistance. You are resistant to lightning damage.
- Devour Magic. You always have the Dispel Magic spell prepared. You can cast this spell once per long rest without expending a spell slot. When you dispel a magical effect with your Dispel Magic spell, you gain temporary hit points equal to 5 times the level of the spell slot used.
Aspect of Poison
- Resistance. You are resistant to cold damage.
- Silver tongue. You always have the Charm Person Spell prepared. You can cast this spell once per long rest without expending a spell slot. When you cast Charm Person, on a failed save your target also suffers the poisoned condition.
When you finish a long rest, you can meditate on your connection to dragon-kind and change your infusion to another aspect in the list.
Aspect of Acid
- Resistance. You are resistant to acid damage.
- Aquatic Adaptation. You gain the ability to breathe underwater and gain a swim speed equal to your walking speed.
- Acidic Touch. When you end your turn grappled to a creature, that creature takes 2d6 acid damage.
Aspect of Cold
- Resistance. You are resistant to cold damage.
- Chilling Fog. You always have the Fog Cloud spell prepared. You can cast this spell once per long rest without expending a spell slot. When a creature starts its turn in or enters your Fog Cloud for the first time on a turn, it takes 2d6 cold damage.
Aspect of Fire
- Resistance. You are resistant to fire damage.
- Scalding Gust. You always have the Gust of Wind spell prepared. You can cast this spell once per long rest without expending a spell slot. When a creature starts its turn in or enters your Gust of Wind for the first time on a turn, it takes 2d6 fire damage.
Aspect of Lightning
- Resistance. You are resistant to lightning damage.
- Devour Magic. You always have the Dispel Magic spell prepared. You can cast this spell once per long rest without expending a spell slot. When you dispel a magical effect with your Dispel Magic spell, you gain temporary hit points equal to 5 times the level of the spell slot used.
Aspect of Poison
- Resistance. You are resistant to cold damage.
- Silver tongue. You always have the Charm Person Spell prepared. You can cast this spell once per long rest without expending a spell slot. When you cast Charm Person, on a failed save your target also suffers the poisoned condition.
Cloud Breath
Starting at 10th level, you can expand your dragon's breath into a cloud. When you use your dragon's breath, you create a 20-foot-radius cloud of that breath, including any effect. The cloud spreads around corners. It lasts for 10 minutes or until strong wind disperses the fog, ending the effect. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make the save against the breath. The creature takes the affect of the breath. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 3rd level when you use it again. You can use this feature only once per turn.
Cloud Breath
Cloud Breath
Draconic Exhalation
The aspect of the dragon flows freely through you.
When you use your dragon's breath ability, you can channel your dragon's breath into a blue-white line of pure energy in a 90-foot line. Each creature in the area must a make a Dexterity Saving Throw. On a failed save, a creature takes double your dragon's breath dice as force damage (for example, from 4d10 to 8d10). On a success, a creature only takes half as much damage. In addition, any creature that is reduced to 0 or fewer hit points by the breath weapon is disintegrated (as the disintegrate spell). Unlike disintegrate, this feature has no effect on objects, even those made of force.
Alternatively, when you use your dragon's breath feature, you can now create two breaths simultaneously, you must spend eldritch blast dice for each breath separately. When you use this feature, each breath automatically starts with 1d10 damage die.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 4th level when you use it again. You can use this feature only once per turn.
Previous Versions
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