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    Default The return of Dragonfire Adepts! (Complete!)



    "When I speak, I do so with the voice of the draconic spirits. When I walk, they walk with me. When I breathe, their scorching exhalations bring destruction upon my foes."

    Many have heard of the primal spirits. Whether one regards them as mere stories from primitive tribes, powerful beings that rival the gods, or just creatures that are closer to nature than we could ever be, they are known for their might over nature.

    Most of these spirits are seen as animals or plants. The World Serpent, the Great Bear, the World Tree...

    However, in a long forgotten age, when Tiamat and Bahamut still were united as Io, a group of primal spirits who took on the form of dragons were known to man. After Tiamat and Bahamut split up, these spirits disappeared.

    Recently, mortals have rediscovered those spirits. While hesitant to accept their new place, the Dragon Spirits are once again revered by mortals.

    Some of their worshippers devote themselves completely to these spirits, and are granted powers close to those of dragons in return. These worshippers are known as Dragonfire Adepts.


    Dragonfire Adept

    Class Traits

    Role: Controller. Your ability to channel the power of draconic spirits lets you affect many foes at one time, and impose hindering effects upon them. Your secondary role is either leader or striker.

    Power Source: Primal. You gain your powers from a direct connection to the Draconic Spirits.

    Key Abilities: Constitution, Charisma

    Armor Proficiencies: Cloth, Leather, Light Shields

    Weapon Proficiencies: Simple melee, simple ranged

    Implement Proficiencies: Totems, Orbs

    Bonus to Defense: +1 fortitude, +1 will

    Hit Points at 1st level: 12 + Constitution score

    Hit points per level gained: 5

    Healing Surges per day: 7 + Constitution modifier

    Trained Skills: From the class list below, choose four trained skills at 1st level.
    Class Skills: Arcana (INT), Athletics (STR), Bluff (CHA), Endurance (CON), History (INT), Intimidate (CHA), Nature (WIS)

    Heroic Dragonfire Adept

    Spoiler: Level 1 features
    Show
    Draconic Totem: Every Dragonfire Adept has chosen a single group of dragons as his Totem Dragons, and these influence his powers.

    Benefit: At 1st level, choose a type of dragon from the list below. Your Breath Weapon deals the type of damage listed there, and you gain a +2 bonus to the skill associated with your Totem Dragon.

    Totem Dragon Damage Type Associated Skill
    Black
    Acid
    Stealth
    Blue
    Lightning
    Nature
    Green
    Poison
    Bluff
    Red
    Fire
    Intimidate
    White
    Cold
    Athletics
    Adamantine
    Thunder
    Insight
    Copper
    Acid
    Acrobatics
    Gold
    Fire
    Arcana
    Iron
    Lightning
    Athletics
    Silver
    Cold
    Insight

    (Props to MagnusExultatio for the table)

    Thick skin: You do not endure attacks with reflexes, or thick armor. Instead, you rely upon your natural toughness to shrug attacks off.

    Benefit: When you are not wearing heavy armor, you can use your constitution modifier instead of your dexterity or intelligence modifier to determine your AC.

    Breath Weapon: Just like mighty dragons do, you possess a breath weapon. Depending on which dragons you are closest to, this breath weapon can either spray burning acid, freezing cold, and much more.

    Benefit: You gain the Breath Weapon power.

    Breath Weapon (Dragonfire Adept Attack 1)
    You open your mouth, and a wave of acid flows over your foe. Or maybe foul-smelling poison, or crackling lightning.
    At-will, Primal, Implement, Varies
    Standard Action, Close blast 3
    Target: All creatures in burst
    Attack: Constitution vs. Reflex
    Hit: 1d6 + Constitution modifier damage
    Increase the damage to 2d6 + Constitution modifier at 21st level.
    Special: The damage type of this power is determined by your Totem Dragon, as seen above.

    Breath Effects: Not only do you have a breath weapon, you can modify it slightly to adapt to different situations. When one trick doesn't work, you can always try another one. These Breath Effects augment your Breath Weapon, changing small parts of it. These powers have the Breath Effect keyword. Your Breath Weapon can only be augmented by one breath effect at the same time.

    Benefit: You gain two powers chosen from the list below. If you are a human and have chosen for an extra at-will power, you can instead choose three powers from the list below.

    Far Breath (Dragonfire Adept Attack)
    You channel your breath weapon into a line that reaches much further than it normally would.
    At-will, Primal, Breath Effect
    Free Action, Personal
    Trigger: You use Breath Weapon
    Effect: Change the range of your Breath Weapon to Ranged 10, and change the target line to: Target: One creature

    Evil Breath (Dragonfire Adept Attack)
    By concentrating on the evil nature of some dragons, your breath becomes deadly and destructive.
    At-will, Primal, Breath Effect
    Free Action, Personal
    Trigger: You use Breath Weapon
    Effect: Your Breath Weapon deals necrotic damage in addition to any damage types it normally deals.

    Focused Breath (Dragonfire Adept Attack)
    You put all of the energy in your breath in a small area, dealing heavy damage to anything in it.
    At-will, Primal, Breath Effect
    Free Action, Personal
    Trigger: You use Breath Weapon
    Effect: Change the range of your Breath Weapon to Close blast 1. You gain a bonus to the damage roll equal to your charisma modifier.

    Tactical Breath (Dragonfire Adept Attack)
    With a quick warning, you allow allies to move away before you unleash your draconic power.
    At-will, Primal, Breath Effect
    Free Action, Personal
    Trigger: You use Breath Weapon
    Effect: Before you attack, all allies in the blast can shift 2 squares to a square outside the blast.

    Distracting Breath (Dragonfire Adept Attack)
    Hit by your attack, the enemy does not know where to look.
    At-will, Primal, Breath Effect
    Free Action, Personal
    Trigger: You use Breath Weapon
    Effect: All creatures hit by your Breath Weapon take a -2 penalty on their next attack roll before the end of your next turn.

    Forceful Breath (Dragonfire Adept Attack)
    Your attack is powerful enough to thrust your foes back.
    At-will, Primal, Breath Effect
    Free Action, Personal
    Trigger: You use Breath Weapon
    Effect: You push all creatures hit by your Breath Weapon 3 squares.


    Whirlwind Breath: With this improved version of your dragon breath, you can befuddle nearby enemies, or knock them down. It creates a hurricane of energy around you, harming only enemies.

    Benefit: You gain the Whirlwind Breath power.

    Whirlwind Breath (Dragonfire Adept Attack)
    A burst of energy erupts from you, causing great chaos among your foes.
    Encounter, Primal, Implement, Varies
    Standard Action, Close burst 3
    Target: All enemies in burst
    Attack: Constitution vs. Reflex
    Hit: 1d8 + Constitution modifier damage, and the target is either dazed until the end of your next turn or knocked prone.
    Miss: Half damage, and the target grants combat advantage until the end of your next turn.
    Special: The damage type of this power is determined by your Totem Dragon, as seen above.
    Increase the damage to 2d8 + Constitution modifier at 11th level, and 3d8 + Constitution modifier at 21st level.

    Draconic Features: As you access more and more of the power of dragons, your body slowly changes to match it. With these features, you are granted small powers that are unlikely to come up often, but help with empowering the 'dragon' aspect of your character. At higher levels, you can improve your features.

    Benefit: You gain the dragon subtype. You also gain a single draconic feature from the list below.

    Tongue of the dragon
    You have learned the language of dragons, and can speak with the same authority as they do.

    Benefit: You can read, speak and write draconic, and you gain a +2 power bonus to diplomacy checks.

    Claws of the dragon
    Your hands are vicious claws that can cause nasty wounds.

    Benefit: You have two sets of claws, one in each hand. Your claws are melee weapons with which you are proficient. Each set of claws is a part of the light blade weapon group, deals 1d6 damage, has a +3 proficiency bonus, and has the off-hand property. When you are holding an item in one of your hands, you cannot use the claws in that hand to attack. You can enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust.

    Wings of the dragon
    You have small wings that can reduce the damage you take from falling.

    Benefit: Whenever you take falling damage, you can take a free action to reduce the damage by an amount equal to 3 + your level. If this reduces the damage to 0, you don't fall prone.

    Skin of the dragon
    Your skin is able to resist the elements you breathe.

    Benefit: You gain resist 5 against the damage type specified by your draconic totem.

    Magic of the dragon
    Just like all dragons, a small amount of magic flows in your blood.

    Benefit: You gain Ritual Caster as a bonus feat.


    Spoiler: Level 2 features
    Show
    Utility Power: As you continue adventuring, your ability to channel draconic spirits becomes greater. Slowly, your power grows, and you grow with it.

    Benefit: You gain one of the following powers of your choice.

    Absorb Energy (Dragonfire Adept Utility 2)
    You inhale, and your enemy's attack is harmlessy absorbed. You then empower your breath weapon with it.
    Encounter, Primal
    Immediate Interrupt, Personal
    Trigger: You are hit by an attack that deals the type of damage associated with your Totem Dragon.
    Effect: The attack deals no damage. All other effects still apply. You gain a +3 power bonus to the attack rolls the next time you use Dragon Breath.

    Manipulating Words (Dragonfire Adept Utility 2)
    Your voice reinforced by magic, the enemies have no choice but to do as you say.
    Daily, Primal
    Minor Action, Close burst 5
    Target: Each enemy in burst that can hear you and whose will is lower than 12 + your level.
    Effect: You slide the target 3 squares.

    Endure Breath Weapon (Dragonfire Adept Utility 2)
    Knowing that they won't be able to avoid it, you use magic to protect allies against your scorching breath instead.
    Encounter, Primal
    Minor Action, Close burst 3
    Target: All allies in burst
    Effect: The target gains resist 5 against your breath weapon until the end of your next turn.
    Increase the resistance to resist 10 at 11th level and resist 15 at 21st level.

    Aquatic Adaption (Dragonfire Adept Utility 2)
    The spirit of an aquatic dragon flows into your body, and suddenly the cold water becomes as breathable as air.
    Daily, Primal
    Minor Action, Personal
    Effect: You gain a swim speed equal to your speed and can breathe underwater until the end of the encounter.



    Spoiler: Level 3 features
    Show
    Improved Whirlwind Breath: Your Breath Weapon becomes more powerful, and you can empower it more often.

    Benefit: You gain one more use of Whirlwind Breath per encounter, but you can still use it only once per turn.


    Spoiler: Level 4 features
    Show
    Ability Score Increase: Your mind and body improve as your connection to the primal dragons strengthens.

    Benefit: You increase two ability scores of your choice by 1 each.


    Resilient Body: You gain the ability to shrug off deliberating effects more easily.

    Benefit: You gain a +1 bonus to all saving throws.


    Spoiler: Level 5 features
    Show
    Implement Expertise: You have learned to use your implement to its fullest.

    Benefit: You gain the Implement Expertise feat for an implement of your choice. If you already have it, you can select any other feat you meet the prerequisites for.


    Spoiler: Level 6 features
    Show
    Utility Power: The draconic spirits, pleased with your actions, have granted you additional power.

    Benefit: You gain one of the following powers of your choice.

    Guiding Totem (Dragonfire Adept Utility 6)
    Seeing that your allies are having trouble, you send a draconic spirit to aid them.
    Encounter, Primal
    Free Action, Close burst 5
    Trigger: One ally within 5 squares of you makes an untrained skill check using the skill associated with your Totem Dragon.
    Target: The triggering ally in burst.
    Effect: The ally can reroll the skill check, and is considered trained for this check.

    Unavoidable Breath (Dragonfire Adept Utility 6)
    You put extra energy in your breath, ensuring that the enemy will fail to completely avoid it.
    Daily, Primal
    Minor Action, Personal
    Effect: Until the end of the encounter, your breath weapon deals damage equal to your charisma modifier on a miss.

    Draconic Form (Dragonfire Adept Utility 6)
    Your form subtly changes, gaining the tough scales and frightful head of a dragon.
    Daily, Primal, Polymorph
    Minor Action, Personal
    Effect: You take on the form of a dragon-like humanoid until the end of the encounter. While in this form, you gain a +5 power bonus to intimidate checks and a +2 power bonus to AC.

    Conjure Dragon Spirit (Dragonfire Adept Utility 6)
    A ghostly dragon appears, and its presence unsettles nearby foes.
    Daily, Primal, Conjuration, Fear
    Standard Action, Ranged 10
    Effect: You conjure a Draconic Spirit in an unoccupied squares within range. The spirit lasts until the end of your next turn. Enemies adjacent to the Spirit take a -2 penalty to attack rolls and saving throws.

    Sustain minor: The spirit lasts until the end of your next turn, and you can move it 4 squares.



    Spoiler: Level 7 features
    Show
    Improved Whirlwind Breath: One again, the power of your breath weapon increases. You can now unleash a whirlwind of energy three times per day.

    Benefit: You gain one more use of Whirlwind Breath per encounter, but you can only use it once per round.

    Breath Effect: You have unlocked a new way to augment your Breath Weapon.

    Benefit: You gain one additional Breath Effect chosen from the options above.


    Spoiler: Level 8 features
    Show
    Ability Score Increase: Both your body and mind improve under the influence of the draconic spirits.

    Benefit: You increase two ability scores of your choice by 1 each.


    Draconic Feature: Through the strengthening of your bond with the draconic spirits, you gain another draconic feature,.

    Benefit: You gain an additional draconic feature from the list above.


    Spoiler: Level 9 features
    Show
    Improved Second Wind: When you catch your breath in combat, your draconic heritage kicks in, giving you the ability to remain standing a little longer. Through sheer force of will, you refuse to die.

    Benefit: Your second wind heals additional damage equal to your charisma modifier.


    Spoiler: Level 10 features
    Show
    Utility Power: Once again, you improve your skills and are rewarded with new options in combat.

    Benefit: You gain one of the following powers of your choice.

    Firebreath Charge (Dragonfire Adept Utility 10)
    You charge across the battlefield with little regard for your own safety. Instead of the blow your opponent expected, you unleash your deadly breath.
    Encounter, Primal
    Free Action, Personal
    Trigger: You charge an enemy
    Effect: At the end of the charge, you can use Breath Weapon, even though it's not a melee basic attack.

    Erupting Wounds (Dragonfire Adept Utility 10)
    As your enemy draws blood, you lose it for a moment, and allow deadly energy to erupt from your wounds. Your enemy is wounded, but was it worth it?
    Encounter, Primal
    Immediate Reaction, Melee 1
    Trigger: You are bloodied by an enemy.
    Effect: The enemy takes ongoing 10 damage of the type of your breath weapon. You take 10 damage, which can't be reduced or prevented in any way.

    Sudden tail grab (Dragonfire Adept Utility 10)
    With lightning speed, a tail sprouts from your back and lashes out at the enemy. You can try to restrain him, or simply pull him off balance.
    Encounter, Primal, Polymorph
    Minor Action, Melee 2
    Target: One creature
    Effect: You can either slide the creature 3 squares, grab it, or knock it prone.

    Land of the spirits
    You claim a piece of the battlefield as the spirits'. Foes who are bold enough to enter it anyway will meet your wrath.
    Daily, Primal, Zone
    Standard Action, Close blast 5
    Target: Creatures in blast
    Effect: Each target can either shift 5 squares to a square outside the blast or take 2d10 damage of the type of your breath weapon. The blast creates a zone that lasts until the end of the encounter. Every creature that enters the zone takes 2d10 damage of the type of your breath weapon and grants combat advantage until the end of your next turn. A creature can only take this damage once per round.




    Paragon Dragonfire Adept

    Paragon Path: Ascending Adept
    At 11th level, you take on the Ascending Adept paragon path. You slowly learn how to use your breath weapon like no one else can. You are already a shining example among Dragon Disciples, with only a few Totem Leaders above you.

    Requirements: Only a Dragonfire Adept can take this paragon path.

    Spoiler: Level 11 features
    Show
    Ability Score Increase: With your improved physical and mental abilities, you make a glorious entrance into the paragon tier.

    Benefit: All of your ability scores increase by 1.


    Second Totem (Ascending Adept paragon path feature): Relying upon a single type of energy will not always work. Therefore, you have chosen another Draconic Totem.

    Benefit: Choose a draconic totem that you are not already a member of. You gain a +2 bonus to the skill associated with it, and when something depends on the damage type associated with your totem, you can choose to use the damage type of either of them.


    Draconic Strom Action (Ascending Adept paragon path feature): As you exhale your breath, spirits swarm around you, spreading the energy to all enemies around you.

    Benefit: When you spend an action point to use Breath Weapon, all enemies within 10 squares of you take damage equal to your charisma modifier.


    Improved Whirlwind Breath (Ascending Adept paragon path feature): With your entrance in the paragon tier, your breath weapon improves another time.

    Benefit: You gain one more use of Whirlwind Breath per encounter, but you can only use it once per round.


    Spoiler: Level 12 features
    Show
    Bloodied Breath (Ascending Adept paragon path feature): Every dragon will response to being bloodied by exhaling deadly energy. Eventually, you have mastered a lesser form of this.

    Benefit: You gain the Bloodied Breath power.

    Bloodied Breath (Ascending Adept Utility 12)
    Your blood flows from your wounds, but you respond with your exhalation.
    Daily, Primal
    Immediate Reaction, Personal
    Trigger: You are bloodied
    Effect: You use Breath Weapon.


    Spoiler: Level 13 features
    Show
    Improved Whirlwind Breath: You are able to turn your breath into a band of energy that keeps your foes into place. In addition, you can now lure enemies close to you before unleashing the attack.

    Benefit: Whenever you use Whirlwind Breath, you can restrain the target, instead of dazing it or knocking it prone.
    In addition, as a free action, you can pull a single creature within 5 squares of you 2 squares before you use Whirlwind Breath.



    Spoiler: Level 14 features
    Show
    Ability score increase: You continue your path to glory, training your body and mind in the progress.

    Benefit: You increase two ability scores of your choice by 1 each.


    Spoiler: Level 15 features
    Show
    Draconic Feature: Your body has become strong enough to absorb another draconic feature. It even can take on much stronger aspects of dragons now.

    Benefit: You gain a draconic feature that can be from the list above or the list below. If you take one from the list below, you need to possess the normal ability before you can take the improved one.

    Improved Tongue of the Dragon
    The draconic grace you speak with develops further. You can now mislead and intimidate as easily as you can diplomatize.

    Benefit: You gain a +3 power bonus to bluff and intimidate checks, and your power bonus to diplomacy checks increases to +3.


    Improved Claws of the dragon
    Your claws grow, becoming sharper than a sword and harder than a rock.

    Benefit: Increase the damage die of your claws to 1d10.


    Improved Wings of the dragon
    You can now fly small distances with your wings, but not very fast or gracefully.

    Benefit: You gain a fly speed (clumsy) equal to half your land speed.


    Improved Skin of the dragon
    The protective ability of your skin has mixed with your breath weapon, allowing you to bypass resistance of your enemies.

    Benefit: When you use Dragon Breath, you can treat your enemies resistance as if it is a number of points lower equal to your resistance from Skin of the dragon.
    In addition, your resistance provided by Skin of the dragon increases to 15.


    Improved Magic of the dragon
    The magic in your blood grants you access to sorcerous power.

    Benefit: Choose a single sorcerer 1st-level at-will attack power. You can now use that power once per day.


    Spoiler: Level 16 features
    Show
    Dragon Heart (Ascending Adept paragon path feature): Every time you hit your enemies, you grow more confident and brave.

    Benefit: Every time you use Dragon Breath or Whirlwind Breath and hit at least one enemy with it, you can temporary hit points equal to your charisma modifier.


    Utility Power: Your skills improve once again. As you become one of the most powerful members of your totem, more and more draconic spirits pay attention to your actions. Some of them even appear to assist you in battle.

    Benefit: You gain one of the following powers of your choice.

    Flyby Attack (Dragonfire Adept utility 16)
    Spectral wings carry you a short distance. During the flight, you have the opportunity to sorch your foes with your breath weapon.
    Encounter, Primal
    Free Action, Personal
    Trigger: You use Breath Weapon.
    Effect: Before and after you use Breath Weapon, you can fly up to your speed. This movement does not provoke opportunity attacks.

    Draconic Courage (Dragonfire Adept utility 16)
    In a moment of doubt, you call upon the draconic spirits to fill your heart with courage.
    Daily, Primal
    Minor Action, Close burst 10
    Target: You or one ally in burst
    Effect: The target gains a +10 power bonus to saving throws against fear effects until the end of the encounter. The target also gains temporary hit points equal to his or her healing surge value.

    Draconic Avatar (Dragonfire Adept utility 16)
    With a roar that shakes mountains, a giant dragon appears. It grasps the foes close to it, keeping them where you want.
    Daily, Primal, Conjuration
    Minor Action, Close burst 10
    Effect: You conjure a Large dragon within range. Enemies adjacent to it are immobilized (save ends). The dragon lasts until the end of the encounter.

    Share Breath (Dragonfire Adept utility 16)
    A ghostly, glowing being flows from your mouth into your ally. The ally coughs, and then spews a blast of cold.
    Encounter, Primal
    Standard Action, Close burst 5
    Target: One ally in burst.
    Effect: The ally immediately uses Breath Weapon, using your attack bonus, damage modifiers and other effects instead of its own. The ally makes all decisions for this attack, including whether or not to make it.


    Spoiler: Level 17 features
    Show
    Breath Effect: Again, you have discovered a new way to make your breath weapon adaptable to another situation.

    Benefit: You gain an additional Breath Effect, chosen from the options above.


    Spoiler: Level 18 features
    Show
    Ability score increase: You become stronger, smarter, and faster. Your current physical and mental might rival even that of minor dragons.

    Benefit: You increase two ability scores of your choice by 1 each.


    Spoiler: Level 19 features
    Show
    Draconic Companion: You have acquired the services of a small dragon, something that less have ever done. The tiny, curious creature will prove to be a trustworthy companion.

    Benefit: You gain Arcane Familar as a bonus feat, even if you don't meet the prerequisites. However, instead of a regular familiar, you gain the Minor Dragon familiar. This familiar follows all the rules for normal familiars, but can only be acquired through this class feature.

    Minor Dragon, Familiar
    This small creature has a slender body, small wings, and two eyes that curiously look at your surroundings. Despite its young age, it has great knowledge of dragons. Sometimes, it suddenly breathes fire and then looks at you with a puzzled look on its face, not truly believing what just happened.
    Senses: Darkvision
    Speed: 5, fly 8 (hover)

    Constant benefits:
    -You gain a +2 bonus to arcana checks
    -Whenever you have a fly speed, it increases by two.

    Active benefits:
    -Breath Weapon: You can let your breath weapon originate from the square of this familiar.
    -Clawing frenzy: As a standard action, this familiar can deal damage equal to your charisma modifier to a single enemy adjacent to it.


    Spoiler: Level 20 features
    Show
    Clinging Breath: You have almost entered Epic tier, but before you do so, you master a technique that lets you make one enemy suffer from your whirlwind of energy for a bit longer.

    Benefit: Whenever you use Whirlwind Breath, choose one of the enemies that you just have dazed or restrained. This effect gains a duration of '(save ends)' instead of 'until the end of your next turn'.


    Epic Dragonfire Adept

    With your entrance into epic tier, your Dragonfire Adept becomes one of the most successful channelers of the draconic spirits. Deities as Bahamut and Tiamat may become interested in your actions, and maybe you become the Totem Leader, the most powerful member of a certain totem.

    Spoiler: Level 21 features
    Show
    Ability Score Increase: You are now an Epic hero, something mere mortals have trouble grasping. You are capable of superhuman achievements, can directly speak to the draconic spirits, and even minor deities are careful of you. Your body and mind match this, and become stronger once again.

    Benefit: You increase two ability scores of your choice by 1 each.


    Epic Destiny Feature: With your entrance into Epic tier, your goals shift. Where saving the world may have been a mission you used to complete before, now multiple worlds are protected by you. With this, great power comes.

    Benefit: You gain a feature associated with your epic destiny.


    Spoiler: Level 22 features
    Show
    Dragon's Reawakening: You have fought many fights. Some you may have lost, others forced you to run away. However, most of those will have been won. The power you gain now, after so many battles, will help you to win more of them.

    Benefit: You gain the Dragon's Reawakening power.

    Dragon's Reawakening (Dragonfire Adept Utility 22)
    You may be unconscious, but your eyes suddenly open, and with incredible force, you throw yourself back in the fight.
    Daily, Primal
    No action, Personal
    Trigger: You are dying at the start of your turn.
    Effect: Immediately spend two healing surges, stand up, and use Breath Weapon.


    Spoiler: Level 23 features
    Show
    Draconic Feature: Again, your appearance becomes more draconic. You have become something both draconic and humanlike, not really something that fits in either of those categories.

    Benefit: You gain another draconic feature, which may be from any of the lists given earlier, or from the following list. You can't gain a Greater draconic feature unless you have both the improved and the regular version of it.

    Greater Tongue of the dragon
    With your voice, you can twist your enemies' desires, making them vulnerable to your attacks.

    Benefit: Once per round, as a minor action, you can choose one enemy that can hear you. You gain combat advantage against that enemy until the end of your next turn.


    Greater Claws of the dragon
    Where your claws used to be little stronger than swords, now they contain raw elemental energy, waiting to be released.

    Benefit: Choose one damage type your Breath Weapon is capable of dealing. Attacks made with your claws can now deal that type of damage.


    Greater Wings of the dragon
    Your wings have grown and are now strong enough to carry you and your belongings.

    Benefit: Replace the fly speed you gained from Improved wings of the dragon by a fly speed equal to your speed.


    Greater Skin of the dragon
    Your skin is tough enough to resist almost all attacks that use the element you master.

    Benefit: Whenever you take damage of the type of your Breath Weapon, make a saving throw. If you succeed, the attack deals no damage of that type. All other effects still apply. In addition, your resistance to the chosen type of damage becomes 25.


    Greater Magic of the dragon
    Your magical powers have grown enough to let you cast spells more often.

    Benefit: The sorcerer at-will power from Improved magic of the dragon can now be used once per encounter, instead of once per day.


    Spoiler: Level 24 features
    Show
    Ability Score increase: Your duties ask a lot from your body and mind. Fortunately, these keep improving, allowing you to keep fighting.

    Benefit: You increase two ability scores of your choice by 1 each.

    Epic Destiny Feature: Yet again, you achieve more of the abilities required to complete your destiny.

    Benefit: You gain a feature associated with your epic destiny.


    Spoiler: Level 25 features
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    Unstoppable Dragon: Many effects that would greatly weaken others have little effect on you.

    Benefit: You are immune to the weakened condition.


    Spoiler: Level 26 features
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    Epic Destiny Power: You gain access to a power that allows you to do things no one would ever have considered possible.

    Benefit: You gain an utility power associated with your epic destiny.


    Spoiler: Level 27 features
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    Draconic Feature: For one last time, you permanently alter your appearance in order to be more like a dragon.

    Benefit: You gain a draconic feature from the lists above.


    Spoiler: Level 28 features
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    Ability score increase: Your physical and mental abilities grow once more, reaching the level that most do not deem possible.

    Benefit: You increase two ability scores of your choice by 1 each.


    Spoiler: Level 29 features
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    Blessing of the dragon: The great dragon gods, Tiamat and Bahamut, have taken interest in you. One of them has blessed you.

    Benefit: You gain one of the following options:

    Blessing of Tiamat
    When an enemy hits you with an attack, you gain combat advantage on your next attack against that enemy.

    Blessing of Bahamut:
    You gain a bonus on attack rolls equal to the number of bloodied allies within 10 squares of you.


    Spoiler: Level 30 features
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    Epic Destiny Feature: Your final goal has almost been achieved. Everyone knows who you are, be it the hero fated to save them or the villain bent on destroying them.

    Benefit: You gain a feature associated with your epic destiny.


    So, how's this? I'll be adding more stuff soon.

    I got the idea for a class that uses a single power that is constantly augmented some time ago, but it wasn't until I saw the 3.5 Dragonfire Adept that I knew how to fluff it.

    I also liked the idea of a controller that is tougher than it's colleague strikers.

    If you have any suggestions, comments, remarks, nitpicks or other feedback, please post. This is my first homebrewed class, and I'd love to hear how I did.
    Last edited by Inevitability; 2016-05-01 at 02:48 AM.
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    Default Re: The return of Dragonfire Adepts!

    Looks good, I can't see anything that would immediately unbalance play. Are you planning on doing a full essentials-style class with preset abilities or throw in some utility powers they can pick or something?

    On whirlwind breath, the damage and area seems alright for an encounter power but the choice between prone or dazed coupled with half damage + CA if you miss pushes this into strong daily power territory. You may want to tone this down or split it into two powers (one that dazes or prones, one 'reliable'). Just my 2cp.
    Roll for it
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    Default Re: The return of Dragonfire Adepts!

    Quote Originally Posted by Kane0 View Post
    Looks good, I can't see anything that would immediately unbalance play. Are you planning on doing a full essentials-style class with preset abilities or throw in some utility powers they can pick or something?

    On whirlwind breath, the damage and area seems alright for an encounter power but the choice between prone or dazed coupled with half damage + CA if you miss pushes this into strong daily power territory. You may want to tone this down or split it into two powers (one that dazes or prones, one 'reliable'). Just my 2cp.
    Essentials classes have utility powers too.
    There will definitely be choices to make when progressing in this class, don't worry.

    And I based whirlwind breath on Disruptive Shot, the scout's 'encounter' power. It is a ranged weapon attack that deals a bit less damage, and either dazes (save ends) or immobilizes (save ends).

    I figured by making the (save ends) 'until the end of your next turn', and giving it more targets things would be roughly balanced. While I agree it is on the strong side of powers, you can't swap it out later on, and other controllers will probably have something better to pick. I'll lower the damage by one die and see how that works out.

    Thanks for your feedback!
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    Default Re: The return of Dragonfire Adepts!

    Totem Dragon Damage Type Associated Skill
    Black
    Acid
    Stealth
    Blue
    Lightning
    Nature
    Green
    Poison
    Bluff
    Red
    Fire
    Intimidate
    White
    Cold
    Athletics
    Adamantine
    Thunder
    Insight
    Copper
    Acid
    Acrobatics
    Gold
    Fire
    Arcana
    Iron
    Lightning
    Athletics
    Silver
    Cold
    Insight

    As a recommendation. Stealth, Nature, Athletics, Insight, Acrobatics, and Arcana bonuses will be fairly low, considering that none of the stats tied to them (Dex, Wis, Str, Dex) will be anything below "as low as possible". I'd suggest letting the DFA add their Charisma to it. Also, elemental resistance piercing would be great too. 5/10/15 is the standard.

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    Default Re: The return of Dragonfire Adepts!

    Quote Originally Posted by MagnusExultatio View Post
    Totem Dragon Damage Type Associated Skill
    Black
    Acid
    Stealth
    Blue
    Lightning
    Nature
    Green
    Poison
    Bluff
    Red
    Fire
    Intimidate
    White
    Cold
    Athletics
    Adamantine
    Thunder
    Insight
    Copper
    Acid
    Acrobatics
    Gold
    Fire
    Arcana
    Iron
    Lightning
    Athletics
    Silver
    Cold
    Insight

    As a recommendation. Stealth, Nature, Athletics, Insight, Acrobatics, and Arcana bonuses will be fairly low, considering that none of the stats tied to them (Dex, Wis, Str, Dex) will be anything below "as low as possible". I'd suggest letting the DFA add their Charisma to it. Also, elemental resistance piercing would be great too. 5/10/15 is the standard.
    Thanks for the table!

    I will not be changing the ability score bonuses. It is more of a flavor thing than a real class feature. I could've left it out and no one would have said "Hey, maybe you should add some skill bonuses associated with a dragon, because the class is pretty bland right now!".

    The elemental resistance piercing will be available at level 11, as the second 'skin of the dragon' feature.
    I do not think that resistance will come up often. DFA's have the ability to swap out damage types (this will only increase later on) and monsters with resistance will not be very common at first.
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    Default Re: The return of Dragonfire Adepts!

    Absorb Energy would be better if it added just resists or a higher defense bonus, or both. As-is, it's pretty not good.

    Manipulating Words' target line is weird. No other power does that. You're better off just removing the will defense clause.

    I'd make Aquatic Adaptation an encounter effect, because it's ridiculously weak now. Swim speeds and underwater breathing are super situational.

    Resilient Body has a type, it's 'off', not 'of'.

    The utility power line in the level 6 features spoiler block is missing a word. 'pleased what you are doing' makes no sense.

    Guiding Totem would be better if if was a close burst 5 and also targeted you (the character using it).

    Draconic Form is extremely weak for a +2 power bonus to AC and +5 power bonus to Intimidate.

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    Default Re: The return of Dragonfire Adepts!

    Thanks for your feedback!

    -I rewrote the power. Would you like to take another look at it?

    -Actually, there are powers that do that. They are mainly in HoFL and HoFK.

    -Aquatic Adaption is intended to be situational. There are lots of powers that are, too. You can't remove them all. And if it is an encounter effect, it will be even more situational, as few battlefields have water in them.

    -Fixed the spelling errors. I'm sorry, English isn't my first language.

    -I'll keep guiding totem as it is. Maybe you can explain your reasoning?

    -Draconic form is now a minor action.


    Again, thanks a lot for your feedback!
    Last edited by Inevitability; 2014-05-06 at 04:56 AM.
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    Default Re: The return of Dragonfire Adepts!

    Okay, the first 15 levels are up.
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    Default Re: The return of Dragonfire Adepts!

    All levels are up! If you want something else dragonfire-related (like a feat, alternate class feature, epic destiny or paragon path), post it here!
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    Default Re: The return of Dragonfire Adepts! (Complete!)

    This doesn't look like a regular class (there appear to be only utility powers.) What is it?

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    Default Re: The return of Dragonfire Adepts! (Complete!)

    Quote Originally Posted by IllogicalBlox View Post
    This doesn't look like a regular class (there appear to be only utility powers.) What is it?
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    Level 1 feature: Breath Weapon thing, "Evil Breath" says it deals necrotic damage in addition to its other damage. How much necrotic damage? Is half of it turned in to necrotic? What?
    Also, Tactical Breath, I don't know if you intended it this way, but it affects all allies even if they aren't in the area.
    Last edited by SangoProduction; 2016-04-15 at 12:04 PM.

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    Default Re: The return of Dragonfire Adepts! (Complete!)

    Quote Originally Posted by SangoProduction View Post
    Level 1 feature: Breath Weapon thing, "Evil Breath" says it deals necrotic damage in addition to its other damage. How much necrotic damage? Is half of it turned in to necrotic? What?
    If your breath weapon normally deals 1d6+4 fire damage, it deals 1d6+4 fire and necrotic damage. The amount of damage hasn't changed, but now it isn't reduced by fire resistance/immunity, unless the resisting creature also has necrotic resistance/immunity. It's actually pretty common in 4e powers.

    Quote Originally Posted by SangoProduction View Post
    Also, Tactical Breath, I don't know if you intended it this way, but it affects all allies even if they aren't in the area.
    What do you mean? It says right there: 'all allies in the blast'.
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    Default Re: The return of Dragonfire Adepts! (Complete!)

    Overall I don't like when a DFA rework tries to limit breath weapon type. That's more a Dragon Shaman thing, and it's part of the reason why Dragon Shaman sucks while DFA is pretty good: the ability to change breath weapon damage type at-will is good, and is a big part of why DFA is good.

    I don't like the idea of adding Necrotic or Radiant at level 1. Radiant is just overwhelmingly good against Undead.

    Quote Originally Posted by SangoProduction View Post
    Level 1 feature: Breath Weapon thing, "Evil Breath" says it deals necrotic damage in addition to its other damage. How much necrotic damage? Is half of it turned in to necrotic? What?
    In 4e, damage can have multiple types at once. The damage is 100% of both types.

    So a breath weapon can be Fire and Necrotic, and the damage calculation uses whichever type is worse for the target.

    All keywords in the damage type can trigger effect, too: so if you have Regeneration (negated by Fire damage) and Resist 10 Fire, then you take full damage (because you don't resist Necrotic) and your Regeneration is blocked (because Fire negates your Regen).

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    Default Re: The return of Dragonfire Adepts! (Complete!)

    Quote Originally Posted by Nifft View Post
    I don't like the idea of adding Necrotic or Radiant at level 1. Radiant is just overwhelmingly good against Undead.
    All divine classes can deal radiant damage at-will. I honestly don't see why it's a problem here. Undead make up a small fraction of the total encounters a PC will have, and if someone wants to spend one of his two at-will effects on being slightly stronger against them, he's free to do so.
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    Default Re: The return of Dragonfire Adepts! (Complete!)

    Quote Originally Posted by Dire_Stirge View Post
    All divine classes can deal radiant damage at-will.
    ... with lower per-target damage and fewer targets and less ability to pick a defense, sure.

    The point is: Radiant attack powers are not balanced when you just add Radiant into an otherwise balanced power.

    Quote Originally Posted by Dire_Stirge View Post
    I honestly don't see why it's a problem here.
    Clearly, else you would not have given such an ability at level 1.

    Thus, I try to point it out in my posts.

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    Default Re: The return of Dragonfire Adepts! (Complete!)

    Quote Originally Posted by Nifft View Post
    The point is: Radiant attack powers are not balanced when you just add Radiant into an otherwise balanced power.
    That's a very good point, and I haven't looked at things that way yet. The power has been removed.
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