The Dragon Disciple | ||||||
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Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Spells/Day | Special |
1st | +0 | +2 | +0 | +2 | — | Draconic skills, dragon claws, energy resistance (10) |
2nd | +1 | +3 | +0 | +3 | +1 level | Ability boost (Str +2), bonus feat, natural armor increase (+1) |
3rd | +2 | +3 | +1 | +3 | +1 level | Breath weapon, spell knowledge |
4th | +3 | +4 | +1 | +4 | +1 level | Ability boost (Con +2), energy resistance (20) |
5th | +3 | +4 | +1 | +4 | — | Blindsense 30 ft., bonus feat |
6th | +4 | +5 | +2 | +5 | +1 level | Ability boost (Str +2), spell knowledge |
7th | +5 | +5 | +2 | +5 | +1 level | Energy resistance (30), natural armor increase (+1) |
8th | +6 | +6 | +2 | +6 | +1 level | Ability boost (Cha +2), bonus feat |
9th | +6 | +6 | +3 | +6 | — | Spell knowledge, dragon wings |
10th | +7 | +7 | +3 | +7 | +1 level | Blindsense 60 ft., draconic apotheosis |
It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.
Dragon disciples prefer a life of exploration to a cloistered existence. Most are barbarians, fighters, or rangers who have dabbled as sorcerers or bards. Occasionally, a serious spellcaster explores the path to further a goal of finding out more about his draconic heritage, though at the expense of his arcane studies. Clerics and druids rarely choose to become dragon disciples. Already adept at magic, many dragon disciples pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. All dragon disciples are drawn to areas known to harbor dragons.
Hit Die
d12.
Draconic Ancestors | ||
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Dragon Variety | Breath Weapon Shape & Damage Type | Breath Weapon Damage |
Black | Line of acid | 10d6 |
Blue | Line of lightning | 10d6 |
Green | Cone of corrosive gas (acid) | 10d6 |
Red | Cone of fire | 10d6 |
White | Cone of cold | 10d6 |
Brass | Line of fire | 10d6 |
Bronze | Line of lightning | 10d6 |
Copper | Line of acid | 10d6 |
Gold | Cone of fire | 10d6 |
Silver | Cone of cold | 10d6 |
Oceanus | Line of lightning | 10d6 |
Styx | Line of clinging acid1 | 10d4 |
Tarterian | Line of disrupting force | 10d4 |
Pyroclastic | Cone of superheated ash and crushing force2 | 10d4 |
Shadow | Cone of negative energy | 10d4 |
1 The breath weapon deals half damage on the second round and one-quarter damage on the third round, unless washed off.
2 Half the damage is fire and half is sonic.
Requirements
To qualify to become a dragon disciple, a character must fulfill all the following criteria.
- Race
- Any nondragon (cannot already be a half-dragon).
- Skills
- Knowledge (arcana) 8 ranks.
- Languages
- Draconic.
- Spellcasting
- Ability to cast arcane spells without preparation.
- Special
- The player chooses a dragon variety when taking the first level in this prestige class, subject to the DM’s approval.
Class Skills
The dragon disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Speak Language (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are class features of the dragon disciple prestige class.
Weapon and Armor Proficiency
Dragon disciples gain no proficiency in any weapons or armor.
Spells per Day/Spells Known
At the indicated levels, dragon disciple level is gained, the character gains new spells per day as if he had also gained a level in a spontaneous arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain all the benefits and class features a character of the class would have gained. If a character had more than one such class before becoming a dragon disciple, she must decide to which class she adds the new level for the purposes of determining spells per day.
Draconic Skills
In addition to the class skills available to all dragon disciples, a dragon disciple gains several class skills based on his draconic ancestor (see table below).
Table: Draconic Skills | |
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Dragon Variety | Associated Class Skills |
Black | Intimidate, Move Silently, Swim |
Blue | Bluff, Diplomacy, Intimidate |
Green | Bluff, Knowledge (nature), Sense Motive |
Red | Appraise, Intimidate, Jump, Search |
White | Climb, Hide, Survival |
Brass | Diplomacy, Gather Information, Hide |
Bronze | Diplomacy, Disguise, Handle Animal, Swim |
Copper | Appraise, Disguise, Perform, Sleight of Hand |
Gold | Diplomacy, Heal, Sense Motive |
Silver | Decipher Script, Disguise, Heal |
Oceanus | Knowledge (the planes), Sense Motive, Swim |
Styx | Bluff, Knowledge (the planes), Swim |
Pyroclastic | Balance, Climb, Intimidate |
Tarterian | Escape Artist, Intimidate, Sense Motive |
Shadow | Bluff, Hide, Move Silently |
Dragon Claws
At 1st level, a dragon disciple gains claw attacks if he does not already have them. These claws do 1d6 points of damage (for a Medium-sized character), and are considered to be primary natural attacks (i.e. they are made at the dragon disciple’s full base attack bonus and add his full Strength bonus to damage). A dragon disciple is considered to be proficient with these attacks.
Energy Resistance (Ex)
At 1st level, the dragon disciple gains energy resistance 10 to the damage type of his draconic ancestor’s breath weapon (if the dragon has multiple breath weapons, the dragon disciple gains resistance to the damage type of the breath weapon granted by the class). This resistance increases to 20 at 4th level and to 30 at 7th level. At 10th class level, the dragon disciple becomes immune to this type of damage.
Natural Armor Increase
At 2nd and 7th level, a dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible at first but becoming more noticeable at higher levels. This provides a cumulative +1 increase to the character’s existing natural armor (if any). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.
Ability Boost (Ex)
As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on the table (at 2nd, 4th, 6th, and 8th level). These increases stack and are gained as if through level advancement.
Bonus Feats
At 2nd, 5th, and 8th level, the dragon disciple gains a bonus feat, which he can select from the following list of feats:
- Arcane Strike CW
- Awaken Draconic Power
- Blind-Fight PHB
- Combat Casting PHB
- Energy Admixture CA
- Energy Substitution CA
- Force of Personality CV
- Improved Critical
- Improved Flight CV
- Intimidating Strike PHB2
- Power Attack
- Staggering Strike CV
The dragon disciple can also select from additional bonus feat options depending on the type of his draconic ancestor (see table below).
Breath Weapon (Su)
At 3rd level, a dragon disciple gains a breath weapon, derived from his draconic ancestor. The type, shape, and damage depend on the dragon variety whose heritage he enjoys (see table above). The breath weapon may be used 3 times per day, but no more than once every 1d4+1 rounds.
At 7th level, the breath weapon may be used a number of times per day equal to 3 + the dragon disciple’s Constitution bonus (minimum 1), and when a disciple attains draconic apotheosis at 10th level, there is no limitation on the number of times per day it may be used (although it may still only be used once every 1d4+1 rounds). Use all the rules for dragon breath weapons (see page 69 of the Monster Manual) except as specified here.
Draconic Spell Knowledge | |
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Dragon Variety | Spells Gained |
Black | 3rd level: charm animal (reptiles only), contagion, fear 6th level: animal growth (reptiles only), dominate animal (reptiles only), greater summon swarm (mosquitoes only) 9th level: animal shapes (reptiles only), creeping doom, insect plague |
Blue | 3rd level: abrasive blast, lightning bolt, ventriloquism 6th level: arc of lightningSpC, air walk, sculpt sound 9th level: control winds, evil glareSpC, hold monster |
Green | 3rd level: detect thoughts, fear, hypnotism 6th level: hesitatePHB2, poison, suggestion 9th level: confusion, dominate person, incite riotPHB2 |
Red | 3rd level: eagle’s splendor, rage, see invisibility 6th level: fear, scrying, wall of fire 9th level: animate objects, greater heroism, spell resistance |
White | 3rd level: control temperatureFB (decrease only), lesser frostburnFB, sleet storm 6th level: boreal windFB, ice shapeFB, wall of ice 9th level: greater magic fang, ice storm, call avalancheFB |
Brass | 3rd level: endure elements, binding windsSpC, suggestion 6th level: see invisibility, tongues, charm monster 9th level: clairvoyance, divination, control winds |
Bronze | 3rd level: speak with animals, fog cloud, create food & water 6th level: detect thoughts, water breathing, summon nature’s ally IV 9th level: heroism, control water, animal growth |
Copper | 3rd level: disguise self, misdirection, stone shape 6th level: invisibility, doublespeakCM, hallucinatory terrain 9th level: nondetection, translocation trickSpC, transmute rock to mud / mud to rock |
Gold | 3rd level: bless, enthrall, arcane sight 6th level: lesser restoration, daylight, divine power 9th level: prayer, holy smite, break enchantment |
Silver | 3rd level: feather fall, fog cloud, searing light 6th level: shield other, invisibility purge, air walk 9th level: gaseous form, fire shield, control winds |
Oceanus | 3rd level: detect evil, calm emotions, quench 6th level: zone of truth, remove disease, control water 9th level: water breathing, holy smite, dispel evil |
Styx | 3rd level: sorrowBoVD, fog cloud, deeper darkness 6th level: touch of idiocy, stinking cloud, control water 9th level: drown, crushing despair, feeblemind |
Tarterian | 3rd level: animate rope, see invisibility, ray of exhaustion 6th level: arcane lock, wall of chains, Otiluke’s resilient sphere 9th level: hold person, dancing chains, dominate person |
Pyroclastic | 3rd level: produce flame, shatter, stone shape 6th level: pyrotechnics, resonating boltSpC, wall of fire 9th level: fireball, shout, wall of stone |
Shadow | 3rd level: darklightBoVD, darkboltBoVD, nondetection 6th level: mirror image, pall of twilight, greater invisibility 9th level: major image, phantasmal terror, dimension jump |
The DC of the breath weapon is 10 + one-half the dragon disciple’s hit dice + his Con modifier. A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.
Spell Knowledge
At 3rd, 6th, and 9th level, the dragon disciple adds several spells to his known spells (for whatever class in which he has chosen to advance his spellcasting level), as his draconic heritage awakens racial memories of his ancestors’ arcane might. The spells he gains depend on his draconic ancestor (see table, at right). These spells do not count toward the dragon disciple’s normal limit of spells known per level in his spellcasting class progression.
This class feature does not change the level of the spell. A dragon disciple still must have a spell slot of the appropriate level to cast a spell acquired in this way.
Blindsense (Ex)
At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses, such as acute smell or hearing, the dragon disciple notices things he cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Dragon Wings
At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.
Draconic Apotheosis
At 10th level, a dragon disciple fully realizes his draconic heritage. His type changes to dragon, and he gains the augmented subtype for his previous type. His breath weapon can now be used without a daily limit (as noted above). His natural armor bonus increases by an additional +1, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).
New Feats
The following new feats are particularly suitable for dragon disciples (though they’re available to any character that meets their prerequisites).
Awaken Draconic Power
Your connection to your draconic ancestor grows stronger, granting you one of the powers of such dragons.
Prerequisite: Draconic ancestry of sufficient strength (at least one level in the dragon disciple prestige class, or otherwise per the DM’s approval).
Note that when an ability listed below adds certain spells to your list of spells known, you cannot actually cast those spells unless you have spell slots of the requisite level.
Benefit: You gain one of the special abilities possessed by dragons of your ancestor’s kind. The table below lists available abilities for each type of dragon.
Dragon Special Abilities | |
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Dragon Variety | Special Ability |
Black |
|
Blue |
|
Green |
|
Red |
|
White |
|
Brass |
|
Bronze |
|
Copper |
|
Gold |
|
Silver |
|
Oceanus |
|
Styx |
|
Tarterian |
|
Pyroclastic |
|
Shadow |
|
Special: You can take this feat multiple times, gaining a new ability each time.
Clinging Breath (metabreath)
Your breath weapon clings to creatures and continues to affect them in the round after you breathe.
Prerequisites: Con 13, breath weapon.
Benefit: Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage. For example, an old silver dragon uses its cold breath and deals 72 points of cold damage (or 36 points against a target that makes its save). In the following round, foes that failed their saves against the breath weapon initially take an additional 36 points of cold damage, and foes that succeeded on their saves take 18 points of cold damage.
A foe can take a full-round action to attempt to remove the clinging breath weapon before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water.
This feat only works on a breath weapon that has instantaneous duration and that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Metabreath Feats
Dragons (and other creatures) have developed ways to control their breath weapons to produce varying degrees of effects, from the subtle to the conspicuous. To take a metabreath feat, a creature must have a breath weapon whose time between breaths is expressed in rounds. Therefore, a hell hound (which can breathe once every 2d4 rounds) can take metabreath feats, whereas a behir (breath weapon usable 1/minute) cannot.
Effects of Metabreath Feats: In all ways, a metabreath weapon operates in its usual fashion unless the feat specifically changes some aspect of the breath weapon.
Using a metabreath feat puts stress on a dragon’s mind and body, increasing the time it must wait until the dragon can use its breath weapon again. Normally, a dragon must wait 1d4 rounds between breaths. Using a metabreath weapon increases that wait by 1 round or more. For example, if a dragon uses an enlarged breath weapon, it must wait 1d4+1 rounds before breathing again.
Multiple Metabreath Feats on a Breath Weapon: A dragon can use multiple metabreath feats on a single breath. All increases to the time the dragon must wait before breathing again are cumulative. For example, if a dragon uses an enlarged and clinging breath weapon, it must wait 1d4+2 rounds before breathing again.
A dragon can use the same metabreath feat multiple times on the same breath. In some cases, this has no additional effects. In other cases, the feat’s effects are stackable. Apply the feat’s effect to the base values for the breath weapon once for each time the feat is applied and add up the extra time the dragon must wait before breathing again. For example, a Small dragon with a line-shaped breath weapon could use Enlarge Breath twice on the same breath. Since the base length of the line is 40 feet, the doubly enlarged line would become 80 feet long (20 extra feet per application of the feat), and the dragon would have to wait 1d4+2 rounds before breathing again.
Metabreath feats generally do not stack with themselves.
Metabreath feats are taken from the Draconomicon.
Enlarge Breath (metabreath)
Your breath weapon is larger than normal.
Prerequisites: Con 13, breath weapon.
Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but line-shaped breath weapons do not.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Enhanced Breath
Your breath weapon has an additional effect.
Prerequisites: Con 13, breath weapon that does energy damage, any metabreath feat.
Benefit: Creatures who take damage from your breath weapon must succeed at a second saving throw (at the same DC) or suffer an additional effect. The effect depends on the sort of damage your breath weapon does.
- Fire: Creatures who take damage from your fire breath must succeed at a Reflex save or catch fire. On subsequent rounds, any creature that caught fire takes 1d6 points of fire damage per 25 points of fire damage dealt by your breath weapon (before calculating saving throws, resistances, etc.; minimum 1d6). (A creature that has caught on fire may attempt a Reflex saving throw, DC 20, as a full-round action to put out the flames, by rolling on the ground, etc. The fire may also be smothered via immersion in water, etc.)
- Cold: Creatures who take damage from your cold breath must succeed at a Fortitude save or be slowed for a number of rounds equal to the number of damage dice your breath weapon does. Affected creatures may attempt new saving throws each round after the first to shake off the effect.
- Acid: Your acid breath corrodes the nervous systems of living creatures, acting as a paralyzing poison. Living creatures who take damage from your acid breath must succeed at a Fortitude save or be affected as if exposed to Dexterity poison. The poison’s duration is 1 round per 25 points of acid damage dealt by your breath weapon (before calculating saving throws, resistances, etc.; minimum 1 round).
- Electricity: Creatures wearing metal armor, or carrying a great deal of metal, suffer a −3 penalty on saving throws against your lightning breath. Additionally, living creatures who take damage from your lightning breath must succeed at a Fortitude save or be slowed for 1 round plus 1 round per 50 damage dealt by your breath weapon (before calculating saving throws, resistances, etc.). Affected creatures may attempt new saving throws each round after the first to shake off the effect.
- Force: Creatures who take damage from your force breath may be knocked prone. Make a trip check, using one-half the number of damage dice done by your breath as the bonus on the check; affected creatures may oppose this check in the usual way.
- Pyroclasm: Creatures who take damage from your pyroclastic breath must succeed at a Fortitude save or advance one step on the Constitution damage track as your breath weapon’s damage crushes their bones and boils their internal organs.
- Negative energy: Creatures who take damage from your negative energy breath must succeed at a Fortitude save or gain one negative level.
Lingering Breath (metabreath)
Your breath weapon forms a lingering cloud.
Prerequisites: Con 15, breath weapon, Clinging Breath.
Benefit: Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round.
Foes caught in the breath weapon’s area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon’s normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same non- damaging breath weapon twice, the effects do not stack.
For example, an old silver dragon uses this feat on its cold breath weapon. Creatures caught in the 50-foot cone take 16d8 points of cold damage, and a DC 31 Reflex save reduces the damage by half. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it takes 8d8 points of cold damage, and a DC 31 Reflex save reduces the cold damage to 4d8 points. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on their next turn.
If the same dragon uses this feat on its paralyzing breath weapon, a creature caught in the 50-foot cone must make a DC 31 Fortitude save or be paralyzed for 1d6+8 rounds. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it must make a DC 31 Fortitude save or be paralyzed for 1d3+4 rounds. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on their next turn. Creatures paralyzed by the initial breath cannot leave the cloud, but suffer no additional effects because the paralyzing effects do not stack.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.
Special: You can apply this feat to a breath weapon that also has received the Clinging Breath feat, but the resulting breath clings only to foes caught in the initial breath.
Powerful Breath
Your breath weapon does more damage.
Prerequisites: Breath weapon that does damage.
Benefit: When you take this feat, the damage done by your breath weapon increases by 2 damage dice (to a maximum number of damage dice equal to your hit dice).
Special: You can take this feat multiple times. Each time you take it, the number of additional damage dice you add to your breath weapon increases by 1 (thus you gain 3 damage dice the second time you take it, 4 damage dice the third time, etc.).
Shape Breath (metabreath)
You can make the area of your breath weapon a cone or a line, as you see fit.
Prerequisites: Con 13, breath weapon, size Small or larger.
Benefit: If you have a line-shaped breath weapon, you can opt to shape it into a cone. Likewise, if you have a cone-shaped breath weapon, you can shape it into a line.
Special: When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.