Draconic Ascendant (3.5e Class)

Draconic Ascendant

Hailing from a similar mindset to Dragon Disciples, these ascendants take it one step further by enduring countless hours more of devotion to being a dragon and forming close bonds with their draconic selves, eventually being able to become dragons themselves. They do not start as spell casters, like their cousins, nor do they start with inherent spell casting abilities like their dragon idols. Instead, as they progress themselves to be physically like a dragon, they at the same time ease into the power of magic with their beings.

Making a Draconic Ascendant

Abilities: Constitution and Charisma

Races: Any (Usually Only Races Near Dragons Take This Class Though)

Alignment: Any

Starting Gold: 7d8x10 gp

Starting Age: As Monk.

Table: The Draconic Ascendant

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Natural Attacks
FortRefWillClawBiteWingTail
1st+1+2+0+2 Dragon of Choice, Draconic Metamorphosis, Bonus Language, Draconic Immunities, Breath Weapon, Spell-Like Abilities 1d4 1d6 - -
2nd+2+3+0+3 Draconic Sense, Draconian Feat 1d4 1d6 - -
3rd+3+3+1+3 1d4 1d6 - -
4th+4+4+1+4 The Dragon Diet 1d6 1d8 - -
5th+5+4+1+4 Draconian Feat, Blindsense (30ft) 1d6 1d8 - -
6th+6/+1+5+2+5 1d6 1d8 - -
7th+7/+2+5+2+5 Armored Hide 2/- 1d6 1d8 - -
8th+8/+3+6+2+6 Draconian Feat, Progressed Metamorphosis 1d8 1d10 1d8 1d10
9th+9/+4+6+3+6 1d8 1d10 1d8 1d10
10th+10/+5+7+3+7 Armored Hide 4/-, Frightful Presence 1d8 1d10 1d8 1d10
11th+11/+6/+1+7+3+7 Draconian Feat, Spell Resistance 1d8 1d10 1d8 1d10
12th+12/+7/+2+8+4+8 Heed the Form 3/Day 1d10 2d6 1d10 2d6
13th+13/+8/+3+8+4+8 Armored Hide 6/- 1d10 2d6 1d10 2d6
14th+14/+9/+4+9+4+9 Draconian Feat, Heed the Form 5/Day, Controlled Breathing 1d10 2d6 1d10 2d6
15th+15/+10/+5+9+5+9 Draconic Aging 1d10 2d6 1d10 2d6
16th+16/+11/+6/+1+10+5+10 Armored Hide 8/-, Heed the Form 6/Day 2d6 2d8 2d6 2d8
17th+17/+12/+7/+2+10+5+10 Draconian Feat 2d6 2d8 2d6 2d8
18th+18/+13/+8/+3+11+6+11 2d6 2d8 2d6 2d8
19th+19/+14/+9/+4+11+6+11 Armored Hide 10/- 2d6 2d8 2d6 2d8
20th+20/+15/+10/+5+12+6+12 Draconian Feat, Dragon Apotheosis 2d6 2d8 2d6 2d8

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features

All of the following are class features of the Draconic Ascendant.

Weapon and Armor Proficiency: A Draconic Ascendant is proficient with only Light Armor. She is not proficient with any weapons, medium, and heavy armor or shields.

Dragon of Choice: A Draconic Ascendant gains at first level a number of things, but before she can, she must choose which dragon color she will have. The color does not need to match the alignment. They also gain additional class skills based on their color, and if you already possess ranks in that skill, you gain a +3 bonus. You may select only one color, and this choice cannot be undone ever.

Table: Chromatic Dragon Choice
AlignmentDragon ColorBonus Class Skills
Chaotic EvilBlack Dragon Hide, Move Silently, Swim
Chaotic EvilRed Dragon Appraise, Bluff, Jump
Lawful EvilBlue Dragon Bluff, Hide, Spellcraft
Lawful EvilGreen Dragon Bluff, Hide, Move Silently
Neutral EvilBrown Dragon Bluff, Jump, Survival
Neutral EvilCrimson Dragon Bluff, Sense Motive, Jump
Neutral EvilWhite Dragon Hide, Move Silently, Swim
Table: Metallic Dragon Choice
AlignmentDragon ColorBonus Class Skills
Chaotic GoodBrass Dragon Bluff, Gather Information, Survival
Chaotic GoodCopper Dragon Bluff, Hide, Jump
Lawful GoodBronze Dragon Disguise, Survival, Swim
Lawful GoodGold Dragon Disguise, Heal, Swim
Lawful EvilCobalt Dragon Bluff, Gather Information, Spellcraft
Neutral GoodAdamantite Dragon Heal, Jump, Swim
Neutral GoodSilver Dragon Bluff, Disguise, Jump

Draconic Metamorphosis: Upon accepting this class, you undergo a mystical ritual that causes you to start becoming more and more dragon like. You grow claws on the ends of your hands, and your teeth become sharper and stronger, as well as gaining scales that progressively thicken over time. You also grow what are the start of wings and a tail.

Your claws deal 1d4 points of piercing or slashing damage. These are considered natural weapons with which you are proficient, and can serve as a primary attack. Your bite attack deals 1d6 piercing damage. Your bite attack is also considered a natural weapon with which you are proficient and can serve as a secondary attack, and increase in damage as indicated on Table: The Draconic Ascendant, and are for medium creatures (make adjustments as needed for size). These increases do not stack with other weapons or unarmed bonuses such as those granted by monk class levels or weapons with the Monk quality.

Your scales give you +1 Natural Armor. This stacks with all other sources of natural armor. At 10th level, this becomes +2, and at 15th it becomes +4.

Bonus Language: If you do not already possess it, you gain the language Draconic.

Draconic Immunities: As a Dragon Ascendant, you are immune to the effects of sleep, paralysis, and the same element as your breath weapon. In addition, you also need two hours of sleep less with each rest, to a minimum of two hours.

Breath Weapon (Su): As a dragon, you gain a breath weapon. This breath weapon deals 1d6 damage per level of Draconic Ascendant that you possess. This breath weapon can be used once every 1d4+1 rounds. Anyone (including allies) inside the zone of the breath weapon may attempt a reflex save equal to 10 + your consitution modifier + 1/2 you Draconian Ascendant levels. This attack is a standard action and does not provoke an attack of opportunity, and further you may still use your breath weapon while grappled. The table below indicates the breath weapon you receive as well as the shape and distance it creates. A line is always 5 feet high, and five feet wide. A cone is as high and as wide as its length. Fire Breath Weapons that would normally fizzle out underwater, instead turn the water into boiling steam and deal half as much damage.

Table: Breath Weapon
Dragon VarietyBreath Weapon
Adamantite30-foot Cone of Sonic
Black or Copper60-foot Line of Acid
Blue or Bronze60-foot Line of Electricity
Brass or Crimson60-foot Line of Fire
Brown30-foot Cone of Electricity
Cobalt60-foot Line of Sonic
Gold or Red30-foot Cone of Fire
Green30-Foot Cone of Acid
Silver30-foot Cone of Frost
White60-foot Line of Frost

Spell-Like Abilities (Sp): Just as a dragon ages and learns to wield minor amounts of magic, you too learn magic as you advance in strength and level. For these spell-like abilities you use your Draconic Ascendant levels as your caster level, and your Charisma modifier as your caster stat. The DC (if any) against these abilities is 10 + your Charisma modifier + the spell level. Unless it specifies otherwise, you may only cast each ability a number of times per day equal to your Charisma modifier. You also do not need material components for any of these spell-like abilities. Using these do not provoke attacks of opportunities, but you must still roll a successful Concentration check.

Table: Spell-Like Abilities
LevelAdamantiteBlackBlueBrassBronzeBrownCobaltCopperCrimsonGoldGreenRedSilverWhite
1 True Strike Water Breathing (Self, At Will) Create/Destroy Water Speak with Animals(Self, At Will) Speak with Animals(Self, At Will) Create Sand True Strike Spider Climb (Self, At Will) Locate Object Water Breathing (Self, At Will) Water Breathing (Self, At Will) Locate Object Water Walk (Self, At Will, Allow For Clouds Too) Spider Climb (At Will, Surfaces Must Be Icy)
2--------------
3--------------
4 Magic Missile Darkness Sculpt Sound(Self Only) Endure Elements Create Food and Water Create Water Entangle Stone Shape Glyph of Warding Bless Suggestion Identify Feather Fall (If Self, Can Be Cast At Will) Fog Cloud
5--------------
6--------------
7--------------
8 Haste Corrupt Water Ventriloquism Suggestion Fog Cloud Sandstorm Phantasmal Killer Transmute Rock to Mud/Mud to Rock Suggestion Luck Bonus Plant Growth Suggestion Fog Cloud Gust of Wind
9--------------
10--------------
11--------------
12 Polymorph(Self Only) Plant Growth Hallucinatory Terrain Control Winds Detect Thoughts Invisibility Plant Growth Wall of Stone Find the Path Geas/Quest Dominate Person Find the Path Control Winds Freezing Fog(Include Grease As Well)
13--------------
14--------------
15--------------
16 Blink Insect Plague Veil Control Weather Control Water Summon Earth Elemental Summon Nature’s Ally VIII Move Earth Transformation Sunburst Command Plants True Seeing Control WeatherSRD:Wall of Ice
17--------------
18--------------
19--------------
20 Time Stop Charm Reptiles Mirage Arcana Summon Djinni Control Weather Disintegrate Liveoak(Summon 2) Earthquake Discern Location Foresight Greater Arcane Sight Discern Location Reverse Gravity Control Weather

Draconic Senses (Ex): At 2nd level, you gain three new senses: Darkvision 60ft, Low-light Vision 120ft, and Scent.

Draconian Feats: At 2nd level, and every three levels thereafter, the Draconic Ascendant gains a free feat from the following list. They must still otherwise meet all the prerequisites.

Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Grapple, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (Bite or Claw), Wingover.

The Dragon Diet (Ex): At 4th level, like a Dragon you begin to be able to eat even harsher and more bizarre foods without worry, and your ability to go without food and water for longer periods of time dawns upon you. You can eat non-precious metals, bones, and raw or rotting meats without worrying about harm in any form, and you can go twice as long without food and water. You are still subject to poisons and diseases placed in the food or waters by others.

Blindsense (Ex): At 5th level, you gain a 30-foot Blindsense, allowing you to pinpoint creatures withing 30 feet. Opponents you cannot actually see still have total concealment against you. At 15th level, this increases to 60 feet.

Armored Hide (Ex): Just like the thick underlying hide of a dragon, the skin underneath your scales becomes thick and powerful too, granting you a damage reduction of 2/- at 7th level (to a maximum of 10/- at 19th). At 10th level and every three levels thereafter, this damage reduction increases by an addition 2 points. Damage reduction can reduce damage to 0, but not below 0.

Progressed Metamorphosis: At 8th level, your physical metamorphosis is nearing completion and slowing down. Your wings are no longer vestigial nubs, and your tail has grown and thickened to be more powerful. You gain a fly speed equal to twice your base land speed (with good maneuverability), and you may make attacks with your wings and tail. Your wings deal 1d8 points of bludgeoning damage. Your tail slap deals 1d10 points of bludgeoning damage. Only medium creatures or larger may attack with their wings and tail. Further more, a full round attack action for you with your natural weapons is 2 Claw attacks, 2 Wing attacks, 1 Bite Attack, and 1 Tail Slap. From this point on, all attacks you deal with your natural weapons are considered magic for the purposes of bypassing damage reduction.

The Damage of these attacks increases as indicated on Table: The Draconic Ascendant, and are for medium creatures (make adjustments as needed for size). These increases do not stack with other weapons or unarmed bonuses such as those granted by monk class levels or weapons with the Monk quality.

At 16th level, your natural attacks are considered Adamantine for the purposes of bypassing damage reduction.

Frightful Presence (Ex): At 10th level, any creature within 30 feet plus 10 feet per level in Draconic Ascendant beyond level 10 must make a will save (DC 10 + 1/2 Draconic Ascendant levels + Charisma modifier)unless you deem them a friendly target. If they fail, the creature is shaken for 4d6 rounds. If they fail by 5 or more, they are frightened for 4d6 rounds. If they fail by 10 or more, they are panicked for 5d6 rounds. Creatures who succeed are immune to this ability for 24 hours.

Spell Resistance (Ex): Like a dragon, the more power you gain you more you come to resist spells. At 11th level, you gain a Spell Resistance equal to 10 + your Draconic Ascendant class levels.

Heed the Form (Su): At 12th level, your attunement to dragons has increased to the point where you can take the form of a dragon. This grants varying benefits, but each use lasts for 1 minute per level of Draconic Ascendant you possess, and you must choose the color of dragon that you chose at level 1. The amount of times you can use this per day are indicated on Table: The Draconic Ascendant. You must stay in form for the entire duration.

Any gear worn or carried melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body that they previously occupied and are once again functional. You do not lose your ability to speak, rather you may only speak Common and Draconic.

When you change into or out of this form, all wounds are sealed (thus stopping all bleeding, bones are no longer broken, ect), and you regain HP equal to the amount you would have had for a nights rest.

12th Level:
You take the form of a medium dragon and gain a +4 Size Bonus to Strength, +2 Constitution, +4 Natural Armor, fly 60ft (poor), Darkvision 60ft, a breath weapon and immunity to the same element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and immunity depend on the type of dragon. You can only use the breath weapon once per use of this ability. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.
Adamantite Dragon: 30ft Cone of Sonic, Climb 20ft
Black Dragon: 60ft Line of Acid, Swim 60ft
Blue Dragon: 60ft Line of Electricity, Burrow 20ft
Brass Dragon: 60ft Line of Fire, Burrow 30ft, Vulnerability to Cold
Bronze Dragon: 60ft Line of Electricity, Swim 60ft
Brown Dragon: 30ft Cone of Electricity, Burrow 30
Cobalt Dragon: 60ft Line of Sonic, Climb 30ft
Copper Dragon: 60ft Line of Accid, Spider Climb (Always Active)
Crimson Dragon: 60ft Line of Fire, Vulnerability to Cold
Gold Dragon: 30ft Cone of Fire, Swim 60ft
Green Dragon: 30ft Cone of Acid, Swim 40ft
Red Dragon: 30ft Cone of Fire, Vulnerability to Cold
Silver Dragon: 30ft Cone of Frost, Vulnerability to Fire
White Dragon: 60ft Line of Frost, Swim 60ft, Vulnerability to Fire
14th Level:
You may take the form of a Large dragon now, and if you do you instead gain a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, damage reduction 5/magic, and immunity to one element (the same as your breath weapon). You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per use of this ability, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.
16th Level:
You may take the form of a Huge dragon now, and if you do you instead gain a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to your class feature +4), and immunity to one element (the same as your breath weapon). You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

Controlled Breathing (Su): At 14th level, you gain control over your breath weapon to an extremem masterful degree, and may forgo your normal breath shape, but at the cost of additional time between uses. You may select one of the following shapes at the start of each day (after each rest) as long as it is not your base shape. From that point on in the day you can use your breath weapon in that shape if you want. They do the following effects, and there is no penalty for not using it:

Arc: Your Breath Weapon is a bolt of energy that leaps from its first target to the next. Your primary target may be no more than 60 feet away, and the first target requires a ranged touch attack, additional targets do not. Each target may be no more than 30 feet from the previous. You may strike on additional target per five Draconic Ascendant class levels you possess. You cannot strike the same target twice. If you miss any target in the arc, the arc ends there. Each target struck after the first takes half the damage dealt to the primary target. Still permits saving throws. Extra cool down: 1d3 rounds.
Blast: Your Breath Weapon is channeled into a 60-ft line. Extra cool down: 1 round.
Cone: Your Breath Weapon is channeled into a 30-ft cone. Extra cool down: 1 round.
Fountain: Your Breath Weapon is channeled and maintained for as long as you can hold your breath, creating a barrier around you of your respective element, five feet from you in all directions. You cannot move, or perform any other actions while channeling. Creatures that enter take damage, but are not offered a saving throw. Once inside, they are free to attack without taking further damage until they attempt to move through the barrier again. If you take damage you must succeed at a concentration check to continue channeling. Extra cool down: 1d3 rounds per round spent channeling.
Lance: Your Breath weapon is channeled into a ray with a range of 250 feet. This is a ranged touch attack, and if successful, still allows for a saving throw. Extra cool down: 1d3 rounds.
Lining: Your Breath Weapon is kept concentrated and within your mouth; when you make a bite attack, you may also release it instantly, offering no reflex throw, but instead a fortitude save. Effects only the target bitten. Extra cool down: 1d6 rounds.
Nova: Your Breath Weapon strikes everything within a 20-foot radius of your position. This is not a targeted attack, so it requires no attack roll. Any creature in the area of the nova may take a Reflex save for half damage. Extra cool down: 1d6 rounds.

Draconic Aging (Ex): At 15th level, just like a dragon, you cease aging at some point, and time becomes irrelevant. Any physical penalties you have taken thus far are lifted, but you keep all benefits and continue to accumulate benefits. You can no longer die of old age.

Dragon Apotheosis: At 20th level, you gain the Half-Dragon template with the appropriate matching color. Your breath weapon stays the same. In addition to what the template gives you, your scales from earlier class features stack with the template, and even increase by an additional +4, and on top of the ability score bonuses granted by the template you gain an additional +4 to Strength, and a +2 to Charisma.

Playing a Draconic Ascendant

Religion: Most, but not all, Worship either Bahamut or Tiamat, the dragon gods.

Other Classes: Other classes would treat this class in much the same manner to a Dragon Disciple.

Combat: Typically either tank or support, but almost always melee.

Advancement: If you really want to multiclass or prestige class, go Aerial Fighter or Horizon Walker. Levels in this class are not enough and are redundant for Dragon Disciple.

Draconic Ascendants in the World

Nothing is more powerful then the primal dragons...Save for those of us who started mortal of course and know their weaknesses.
—Labrick, Human Draconic Ascendant

Daily Life: Their daily life, is much the same as a Dragon Disciple (train and study), until they reach 20th level, where they begin to act more like dragons.

NPC Reactions: NPCs, like other classes, will react to this class in the same manor as a Dragon Disciple.

Draconic Ascendant Lore

Characters with ranks in Knowledge (Arcana) can research Draconic Ascendants to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DCResult
15You think they are just a Dragon Disciple more devoted to his studies.
20They are actually very different from Dragon Disciples, and in most cases can become stronger.
25They can mold their breath weapons into unique shapes for different purposes.
30Their fire is still effective underwater, and they can even turn into a dragon!

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