Breath Weapon Adept (3.5e Prestige Class)
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 Breath Weapon Adept
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, Breath Weapon Adepts are imposing figures who command the magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, Breath Weapon Adepts learn more and more powerful methods that allow them to access different abilities with their breath weapon. Cunning, hearty, and learned, Breath Weapon Adepts can be warleaders or sages with equal ease.
A Breath Weapon Adept is a student devoted to understanding the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good Breath Weapon Adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a Breath Weapon Adept gains new powers automatically as she rises in level, tapping ever deeper into the magic in her soul. Like a sorcerer, a Breath Weapon Adept manifests this magic in the form of spells, to change the effects of her breath weapon.
|Base Attack Bonus:||Any.|
|Skills:||Knowledge (Arcana) 13 ranks|
|Spellcasting:||1 Caster Level|
|Special:|| Ability to use Breath Weapon.
The ability to substitute breath weapon energy types through Spells, Abilities, or Feats.
Must have the Dragon Blood Sub-type
Hit Die: d4
|1st||+0||+0||+0||+2||+1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath|
|2nd||+1||+1||+0||+3||+1 caster level, 2nd Level Spell Adaptation, Damage Increase 1|
|3rd||+1||+1||+1||+3||+1 caster level, 3rd Level Spell Adaptation, Alter Breath, Spell Breath,|
|4th||+2||+2||+1||+4||+1 caster level, 4th Level Spell Adaptation,|
|5th||+2||+2||+1||+4||+1 caster level, 5th Level Spell Adaptation, Alter Breath, Bonus Feat,|
|6th||+2||+3||+2||+5||+1 caster level, 6th Level Spell Adaptation|
|7th||+3||+4||+2||+5||+1 caster level, 7th Level Spell Adaptation, Alter Breath, Spell Breath,|
|8th||+3||+5||+2||+6||+1 caster level, 8th Level Spell Adaptation, Damage Increase 2|
|9th||+4||+6||+3||+6||+1 caster level, 9th Level Spell Adaptation, Spell Breath|
|10th||+5||+7||+3||+7||+1 caster level, Epic Spell Adaptation, Bonus Feat|
Class Skills (4 + Int modifier per level)
 Class Features
All of the following are class features of the Breath Weapon Adept.
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating.
Weapon and Armor Proficiency: Breath Weapon Adepts gain no additional weapon or armor proficiency.
+1 Caster Level: The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes.
Alter Breath(Ex): A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been changed with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or sphere from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape and/or effect also changes the shape and/or effects of the spell accordingly although the casting time of the spell remains the same as listed in the spells description.
When using this ability to change a spell with target one creature to an area effect spell, because of the breath weapons shape, lowers the effective caster level of the spell by -2 levels. The spell functions normally effecting each target in the area as if targeted by the spell, Where as, using this ability to change an area of effect spell type to a single target spell by changing the breath weapon shape, increases the effective caster level of the spell by +2 levels and only effects the targeted creature. Any spell used as a breath weapon energy type, that is not a ray and normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the spell by +3 levels. Other than changing the spells effective caster level, spell functions as normal for that spell, except as noted, (to include Max dice).
Because of the difficulties in manipulating the arcane energies into breath weapon effects, whenever a Breath Weapon Adept uses Alter Breath, she requires a Constitution check to avoid becoming Fatigued. The DC is 10 + the level of the spell the breath weapons energy type was changed to+ the levels of spells added to previous breath weapons in the same encounter. This means that if the Breath Weapon Adept used her ability to change the breath weapon type or effect with a 4th-level spell, she would need to make a Constitution check DC 14If during another round in the same encounter, she changes the breath weapons effect or type with a 2nd-level spell, her Constitution check would be DC 16. The prerequisite feat Endurance dose apply to this Constitution check. Failure would mean she is now fatigued, and any sequential Constitution check failures in the same encounter would mean she becomes exhausted. Which can be removed through normal and magical means
Bonus Feat:The Breath Weapon Adept may chose one additional feat from the list below.
|Ability Focus (Monster Manuel pg 303)
Armor of Scales (Dragon Magic pg 15)
Armor Proficiency (light) (PhB pg 80)
Armor Proficiency (medium) (PhB pg 80)
Armor Proficiency (heavy) (PhB pg 80)
Combat Casting (PhB pg 92)
Diligent (PhB pg 93)
Double Draconic Aura (Dragon magic pg 16)
Draconic Aura (Dragon Magic pg 16)
Draconic Senses (Dragon Magic pg 17)
Dragonfire Assault (Dragon Magic pg 17)
|Great Fortitude (PhB pg 82)
Improved Initiative (PhB pg 83)
Iron Will (PhB pg 83)
Lightning reflexes (PhB pg 83)
Run (PhB pg 84)
Spell Penetration (PhB pg 85)
Toughness (PhB pg 85)
Spectral Skirmisher (PhB2 pg 83)
Steadfast Determination (PhB2 pg 83)
Words of Draconic Power (Dragon Magic pg 22)
Damage Increase:At each level of this ability, the Breath Weapon Adept adds one additional die of damage to her normal breath weapon ability
Spell Adaptation (Ex):The Breath Weapon Adept has the ability to manipulate the arcane spells from the given list, to replace her normal breath weapon type and/or its effect, in place of her normal breath weapons effect and/or its effect. The Breath Weapon Adepts breath weapon functions as normal unless changed by Alter Breath. The Breath Weapon Adept may learn Epic level spells not listed on the given spell list as noted in the Epic Level Handbook.
Spell Breath(Ex):Number of times per day the Breath Weapon Adept is allowed to change a breath weapons type and/or its shape. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. Bonus uses follow table 1-1 found on page 8 of the PhB. These bonus uses are based on the Breath Weapon Adepts Constitution. These uses are replenished after she receives a full 8 hours of rest and takes 15 min of meditation to prepare her mind for the day. The number of uses in a standard 24 hour time period may not exceed her total number of uses at any time.
Spells Known: Below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of spells per day does not increase after 10th level.
Choose your spells from the following list:
Breath Weapon Adept Spell List:
0—The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.
1st—Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.
2nd—Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.
3rd—Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.
4th—Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.
5th—Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.
6th— Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.
7th—Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.
8th—Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.
9th— Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.
(*) These spells may only be adapted to breath weapons in the shape of a Ray.
 Ex-Breath Weapon Adepts
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.