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Greater Invocations<br />

Aura of Flame: Aura deals fire damage to creatures that<br />

strike you.<br />

Baleful Geas: A single creature becomes your servant,<br />

but slowly sickens and dies.<br />

Chilling Fog: Create solid fog that deals cold damage.<br />

Devour Magic: Use targeted greater dispel <strong>magic</strong> with a<br />

touch and gain temporary hit points based on the level of<br />

the spell successfully dispelled.<br />

Draconic Toughness: Gain temporary hit points equal<br />

to your level.<br />

Terrifying Roar: Use fear as the spell; creatures shaken<br />

by effect can’t attack you.<br />

Wingstorm: Create powerful gusts of wind with your<br />

invocation-granted wings.<br />

Dark Invocations<br />

Draconic Flight, Greater: Sprout wings and fly at perfect<br />

maneuverability; gain overland speed.<br />

Energy Immunity: Gain immunity to acid, cold, electricity,<br />

fire, or sonic damage.<br />

Instill Vulnerability: Make target creature vulnerable<br />

to specified energy type.<br />

Perilous Veil: Use veil as the spell; anyone succeeding on<br />

Will save to negate the illusion takes damage.<br />

PLAYING A DRAGONFIRE ADEPT<br />

You are a student of what is arguably the oldest and most<br />

powerful force any mortal can manipulate—the fiery breath<br />

of <strong>dragon</strong>s. Remember the nobility and grace of the forces you<br />

seek to understand, and act in all ways as you would expect a<br />

<strong>dragon</strong> to act. You are fierce as a friend, terrible as a foe, and<br />

confident in all actions. You see the value of treasure, but<br />

refuse to be defined or slowed down by what you own. The<br />

only improvement worth your time is self-improvement, and<br />

you take any opportunity to test yourself against the challenges<br />

of the world. You are steadfast in your goals, never<br />

allowing your quest for <strong>dragon</strong>like powers to eclipse what<br />

you want to do with those powers. Your goals are both simple<br />

and grand, requiring years or even a lifetime of work—eliminating<br />

one entire race of foes, ruling your own kingdom,<br />

founding your own school or community, righting an ancient<br />

wrong, being acknowledged by true <strong>dragon</strong>s as one of their<br />

kind, and so on. Nothing less is worthy of your time.<br />

Religion<br />

Most likely, you don’t pay much attention to religion, focusing<br />

more on <strong>dragon</strong>s than deities. If you do have religious<br />

tendencies, you’re drawn to the same gods as sorcerers: Wee<br />

Jas, Vecna, and Boccob. Dragon deities, including Bahamut<br />

and Tiamat, are also popular choices, and you’re willing to<br />

worship them even in lands where few others do so.<br />

Other Classes<br />

You value study, discipline, and raw power. You get along well<br />

with spellcasters of all kinds, especially bards and druids,<br />

whom you see as delving into the essence of music or nature<br />

much as you delve into the essence of breath weapons. You’re<br />

similarly impressed with the skill shown by monks and<br />

fighters, who have devoted themselves to mastering styles of<br />

combat and self-improvement. In fact, you’re tolerant of all<br />

classes, as long as members of those classes show you respect<br />

and have compatible alignments.<br />

Combat<br />

You are best served by hitting your foes first and keeping<br />

your distance from them. More resilient than a sorcerer, you<br />

still lack the defensive power of spellcasters or the armor<br />

of fighters, making you vulnerable (especially in melee).<br />

However, you need not move close to a foe to deal damage,<br />

and you can often catch multiple targets in a breath weapon<br />

attack. You are a heavy hitter in your party, but you depend<br />

on allies to keep foes from closing with you or focusing on<br />

you with ranged attacks.<br />

As you advance, you are well served to invest in breath<br />

effects and invocations that have an effect other than dealing<br />

damage. If you can’t drop a foe in one or two attacks, you<br />

can use Sickening Breath, Slow Breath, the frightful presence<br />

invocation, or the like to make your opponent less dangerous<br />

in a prolonged fight.<br />

Advancement<br />

You have spent your life trying to learn the secrets of a race<br />

older and more powerful than your own. This interest in<br />

<strong>dragon</strong>s is more than academic—it has been the motivating<br />

force for years of difficult study, practice, and experimentation.<br />

Perhaps a <strong>dragon</strong>’s breath weapon once destroyed your<br />

home or killed a loved one, and you vowed to gain control<br />

of the power that ruined your life. Or perhaps a good <strong>dragon</strong><br />

used its breath weapon to eliminate an entire horde that otherwise<br />

would have raided your homeland. Whatever the case,<br />

since the day you first set foot on this path, you’ve worked to<br />

master a <strong>magic</strong> that is more primal than spells and more likely<br />

to provide defense than training with shields and armor.<br />

The invocations you choose strongly shape your abilities.<br />

You are heavily invested in combat prowess as a result of the<br />

confrontational nature of breath weapons, but you have some<br />

flexibility in how you develop your power. If you choose only<br />

offensive invocations, you will have few defenses and limited<br />

versatility beyond combat, but you’ll be devastating even in<br />

situations when your breath weapon is not a strong tactical<br />

choice. If you focus on other invocations, you will have more<br />

options outside a fight, but you might have only area attacks<br />

that could accidentally hurt a friend, or you might lack the<br />

elemental damage type needed to harm a particular foe.<br />

CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

27

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