Draconic Invocations:The following are the invocations available to dragon aspirants.
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Least Aquatic Adaptation:Beguiling Influence:Breath of the Night: fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. Otherwise, the fog disperses on its own after 1 minute.
Call of the Beast: speak with animals. This invocation lasts for 24 hours.
Darkness: darkness spell.
Draconic Knowledge:Endure Exposure:endure elementsMagic Insight:detect magic as the spell. While the invocation is active, you can end the effect as a full-round action to determine all properties of a single touched item (as the
identify spell, but with no components required).
Scalding Gust:gust of wind spell, except that the duration is instantaneous). Any creature within the effect takes 1 point of fire damage per caster level, regardless of whether it succeeds on the Fortitude save to avoid the gust.
See the Unseen:see invisibility spell. You also gain darkvision out to 60 feet for 24 hours.
Lesser Charm:charm monster spell. You can never have more than one target
charmed at a time with this ability. If a second creature is
charmed, you lose your hold on the first creature.
Energy Resistance: Enthralling Voice:fascinated. To be affected, targets must have Hit Dice equal to or less than your caster level and must be able to hear you, but you need not share a common language. Affected targets remain fascinated for as long as you continue to speak and concentrate on the effect (up to a maximum of 1 round per level), plus 5 rounds thereafter.
Even after the effect ends, any creature that failed its Will save regards you in a better light than it did previously. Its attitude to you is adjusted one step toward friendly for the next 24 hours. Multiple uses of this invocation do not further adjust the attitude.
This is a mind-altering effect.
Humanoid Shape:Thoughtcast:detect thoughts as the spell. While the invocation is active, you can end the effect as a full-round action to implant a thought in a target (as the
suggestion spell.)
Voidsense:Voracious Dispelling: dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).
Walk Unseen:invisibility (self only) as the spell, except that the duration is 24 hours.
Greater Baleful Geas:geas/quest spell.
Chilling Fog:solid fog spell. Each creature within the area takes 2d6 points of cold damage at the start of its turn. You can have only one chilling fog in place at a time; creating a second chilling fog automatically dismisses any chilling fog you previously created.
Devour Magic:greater dispel magic with your touch, gaining 5 temporary hit points for each spell level dispelled. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the hit points gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations.
Draconic Toughness:Primal Swiftness:Sanguine Infusion:Wingstorm: Dark Draconic Foresight:foresight as the spell with this invocation. If you are within 100 feet of and have line of sight to the target of the ability, you can communicate telepathically with the target.
Energy Immunity:Instill Vulnerability:Perilous Veil: veil spell. Any creature that succeeds on a Will save to disbelieve (and thus see through) the glamour takes 5d6 points of damage. Spell resistance applies against this secondary effect.
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Breath Effects:The following are the effects that dragon aspirants can apply to their breath attacks.
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Minimum Level Two Precision Breath: This breath effect allows you to wield your breath weapon with pinpoint accuracy, rather than simply engulfing an area. When you apply this breath effect, you use your breath weapon as a ray with a range equal to the length of your line-shaped breath weapon. A breath weapon modified in this way is a ranged touch attack that affects a single target, allows no saving throw, and is subject to spell resistance.
Sickening Breath: This breath effect causes your breath weapon to nauseate all creatures in its area. Any creature that takes damage from a breath weapon modified by this breath effect becomes sickened for 2 rounds. A successful Fortitude save reduces the duration to 1 round.
You can apply this breath effect only to a cone-shaped breath weapon.
Split Breath: This breath effect splits your breath weapon into two separate blasts. Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts.
You can aim the split breath weapons so that their areas overlap. Creatures caught in the area of overlap are struck by both weapons and are affected twice, subject to all the normal rules for stacking magical effects.
You can choose to apply any one other breath effect that you know to the same breath weapon.
Minimum Level Five Destructive Breath:Shaped Breath:Slowing Breath: Weakening Breath: This breath effect causes your breath weapon to sap the strength of all creatures in its area. Any creature that takes damage from a breath weapon modified by this breath effect receives a -6 penalty to its Strength score for 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.
You can apply this breath effect only to a cone-shaped breath weapon.
Minimum Level Ten Cloud Breath: Your breath weapon takes the form of a 20-foot-radius spread, centered on you. You can choose to apply any one other breath effect that you know to the same breath weapon, as long as it can be applied to a cone-shaped breath weapon.
Elemental Mastery:Enduring Breath: Your breath weapon deals damage over 2 consecutive rounds. When you use Enduring Breath, the target takes the normal amount of damage from your breath weapon. In the next round, the same target takes half that amount of damage. A creature that takes no damage from the initial use (whether because of evasion, resistance, immunity, or any other reason) also takes no damage in the next round. No save is allowed against this damage.
Sleep Breath: This breath effect causes your breath weapon to compel creatures in its area to fall asleep. Any creature that takes damage from a breath weapon modified by this breath effect must succeed on a Will save or fall asleep for 1 round. Any creature that succeeds on this save is instead exhausted for 1 round. Any creature whose Hit Dice exceeds your class level is unaffected by this breath effect.
You can apply this breath effect only to a cone-shaped breath weapon.
Minimum Level Fifteen Breathwalk: Force Breath: Your breath weapon becomes a force effect. Its damage has no energy type, but it affects incorporeal creatures normally. You can apply this breath effect only to a line-shaped breath weapon.
Paralyzing Breath: This breath effect causes your breath weapon to paralyze all creatures in its area. Any creature that takes damage from a breath weapon modified by this breath effect is paralyzed for 1 round. A successful Fortitude save negates this effect.
You can apply this breath effect only to a cone-shaped breath weapon.
Minimum Level Twenty Animated Breath: This breath effect allows you to imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. This breath effect works only on breath weapons that deal energy damage. The animated breath uses the statistics of a Greater fire elemental, with the following exceptions:
- The creature deals 2d8 points of damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire.
- The creature has immunity to its own energy type, but no vulnerability to another energy type.
- Dissolve (Ex):
- Freeze (Ex):
- Shock (Ex):
- Burn (Ex):
When you use this breath effect, your breath weapon immediately takes animate form and attacks. It does not form as a cone or a line, and does not deal damage when it is used with this breath effect. The animated breath lasts for 10 rounds.
Fivefold Breath of Tiamat:Notes- When the Draconic Anagnorisis class feature says "You have completed your draconic transformations," it does not mean that you have turned into a dragon. At that point, you've basically become a dragonkin--or, to be more in line with what I had in mind at the time, a draconian from the Dragonlance campaign setting. That's visually, anyway. What you actually are is a humanoid who, through dedication, perseverance, and magic, has managed to become incredibly draconic. You still walk upright, use normal items, and are a humanoid. Even at level twenty, you are best described as a humanoid dragon, unless you are currently using the Dragonform ability.
- Speaking of which, the Dragonform ability is, flavor-wise, an actual transformation into a dragon. However, mechanics-wise, it works exactly as described. This is mainly due to my desire for you to be using your class abilities as well as using Dragonform. So, instead of messing around with shape-changing abilities, I gave you a supernatural ability that boosted those things that dragons love.