Base Class: Fighter
Like some sorcerers, Bloodline Adepts have an innate magical power that comes from the blood of their draconic ancestors. Adepts, however, focus on physical might to access that power. They tend to act in ways similar to their powerful relatives, such as eating powdered gemstones, believing that it will draw out more of the powers granted by their bloodline. Their most iconic power, a vicious breath attack, is how this power is typically manifested. However, this power is also shown in an Adept's physical strength, commanding presence, and supernatural vitality.
Born of the Blood
When you choose this archetype at 3rd level, choose which type of dragon has blessed your bloodline. If you are a Dragonborn, this choice matches your race.
Black
- Damage type: Acid
- Skill Proficiency: Stealth, Intimidation
Blue
- Damage type: Lightning
- Skill Proficiency: Deception, Stealth
Brass
- Damage type: Fire
- Skill Proficiency: Investigation, Survival
Bronze
- Damage type: Lightning
- Skill Proficiency: Deception, Survival
Copper
- Damage type: Acid
- Skill Proficiency: Deception, Stealth
Gold
- Damage type: Fire
- Skill Proficiency: Persuasion, Medicine
Green
- Damage type: Poison
- Skill Proficiency: Deception, Stealth
Red
- Damage type: Fire
- Skill Proficiency: Deception, Intimidation
Silver
- Damage type: Cold
- Skill proficiency: History, Investigation
White
- Damage type: Cold
- Skill Proficiency: Stealth, Survival
Breath of the Adept
Starting at 3rd level, you gain a breath weapon with the following traits:
- The size and shape of Breath of the Adept is always a 15 ft. cone. At level 15, the range increases to 30 ft.
- The saving throw against the breath weapon is a Dexterity saving throw. The save DC is 8 + your Constitution modifier + your proficiency bonus. At level 15, this DC increases by an amount equal to your Charisma modifier.
- The damage of your breath weapon is 2d6+CON modifier, with a damage type determined by your draconic ancestry. This damage increases by an additional 2d6 at levels 5, 10, and 15.
- If your race is Dragonborn, the breath weapon granted by your race is not affected by this class feature.
- This feature can only be used once per short rest. Beginning at 10th level, at the beginning of your turn, roll a d6. If you roll a 5 or a 6, you regain the use of your Breath of the Adept ability. You can only regain the use of this ability in this way a number of times per long rest equal to your Charisma modifier (minimum of 1).
Touch of Vigor
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to the value expended. The amount of points in the pool is equal to 5 times your Bloodline Adept class level. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Touch of Vigor, expending hit points separately for each one. This feature has no effect on undead and constructs.
Beginning at 7th level, once per turn when you hit with a melee weapon attack, you can deal additional damage equal to 1d8 for every 10 points expended from the Vigor pool as the attack hits. The damage type for this additional damage is the same as the damage dealt by your Breath of the Adept class feature.
At 10th level, the amount in your pool increases to 5 times your Bloodline Adept class level plus your Proficiency modifier.
Vigorous Intimidation
You impose your threatening presence upon an enemy, punishing it for ignoring you. When a creature that you can see within 60 feet of you makes an attack roll against a target that is not you, you can use your reaction to expend 10 points from your Vigor pool, imposing disadvantage on the triggering attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll is successful or fails.
At level 15, if using this ability causes an attack to miss, you can choose to force the triggering enemy to make a Wisdom saving throw against your Breath of the Adept save DC. On a failed save, the target is frightened of you for 1 minute. At the end of each of their turns, they can repeat the saving throw. On a successful save, they are no longer frightened and cannot be affected by this ability for another 24 hours. You can use this ability a number of times per long rest equal to your CHA modifier.
Dragon Wings
You can sprout wings from your back as a bonus action to gain a flight speed of 60 feet. As a bonus action, you can retract these wings as well.
Draconic Aura
Beginning at 15th level, gain the ability to cast Aura of Vitality as the spell once per long rest. While within the radius of your aura, allies of your choice gain resistance to the damage type produced by your Breath of the Adept and cannot be frightened.
Draconic Avatar
At 18th level when you gain this feature, you can cast Polymorph as the spell with the following changes:
- You can only cast it on yourself
- You ignore the material components of the spell
- You regain the use of this power after a long rest
- You can only transform into an adult dragon matching your draconic ancestry
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