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Dragon Warrior, Variant (3.5e Class)

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Dragon Warrior, Variant
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Dragon Warrior[edit]

A Dragon Warrior gains power based off his dragon ancestor. A Dragon Warrior gains abilities that even half-dragons arn't able to use.

Making a Dragon Warrior[edit]

A Dragon Warrior makes a good fighter replacement, however it's breath weapon can be devestating to allies in combat. The most important ability for a Dragon Warrior is constitution, guarenteeing a high amount of hit points. The next abilities would Str and Dex. Half-Dragons can become Dragon Warriors, along with anyone else with a dragon ancestory.

Align: Any Nonlawful

Table: The Dragon Warrior

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Ancestor Age Category
Fort Ref Will
1st +1 +2 +2 +2 Dragon Ancestory Wyrmling
2nd +2 +3 +3 +3 Scales, Energy Resistance, Bonus Feat Wyrmling
3rd +3 +3 +3 +3 Dragon Power, Dragon Endurance Very Young
4th +4 +4 +4 +4 Horns, Ancestor Abilities, Eyes of the Dragon Very Young
5th +5 +4 +4 +4 Wings, Young
6th +6 +5 +5 +5 Bonus feat Young
7th +7 +5 +5 +5 Bonus Feat Juvenile
8th +8 +6 +6 +6 Dragon Armor Juvenile
9th +9 +6 +6 +6 Elemental Mastery Young Adult
10th +10 +7 +7 +7 Bonus feat Young Adult
11th +11 +7 +7 +7 Weapon Focus Adult
12th +12 +8 +8 +8 Dragon Rage Adult
13th +13 +8 +8 +8 Bonus Feat Mature Adult
14th +14 +9 +9 +9 Power attack Mature Adult
15th +15 +9 +9 +9 Bonus feat Old
16th +16 +10 +10 +10 Cleave Old
17th +17 +10 +10 +10 Transform Very Old
18th +18 +11 +11 +11 Supreme Cleave Very Old
19th +19 +11 +11 +11 Bonus feat Wyrm
20th +20 +12 +12 +12 Energy Immunity, Growth Great Wyrm

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Skill List: (Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, Swim).

Class Features[edit]

Dragon Ancestory: At first level, a Dragon Warrior chooses what type of True Dragon his dragon ancestor is. This determines his special abilities stat points, and bonuses. At first level a Dragon Warrior also gains a claw and bite attack, that deal appropriate damage based on his dragon ancestor size.

Scales: At second level, a Dragon Warrior gains a natural armor bonus equal to half his dragon ancestor's natural armor bonus. A Dragon Warrior wearing dragonhide armor doubles this bonus. If the Dragon Warrior already has a natural armor bonus, then use the greater of the two.

Energy Resistance: At 2nd level a Dragon Warrior also gains energy resistance 10. This resistance increases to 20 at 5th level, 30 at 10th level, 40 at 15th level and 50 at lvl 20.

Dragon Power: At 3rd level, and every 3 levels thereafter. A Dragon Warrior's str score increases by 4.

Horns: At 4th level a Dragon Warrior must succeed a DC 15 Fort save or take 1d10 damage. Horns grow out of the Dragon Warrior's head, giving him a gore attack.

Ancestor Abilities: At 4th level a Dragon Warrior gains the Breath Weapon, Spell Resistance, and Frightfull Presence of his dragon ancestor. The save DC's use his ability modifiers, but other then that they are unchanged.

Eyes of the Dragon: At 4th level a Dragon Warrior can see 4 times farther then a human, and has low-light vision out to this distance. He also gains Dark Vision 60ft, which enhances to 120ft at 12th level.

Wings: At 5th level a Dragon Warrior must succeed a Fort save DC 15 or take 1d12 damage. The Dragon Warrior grows wings. He has fly speed equal to double his base land speed, with average manuverability.

Dragon Endurance: At 3th level and every 3 levels thereafter, the Dragon Warrior's Constitution score increases by 4.

Dragon Armor: At 8th level and every 3 levels the dragon warrior AC increse by 2

Elemental Mastery: At 9th level The Dragon warrior gets a power according with his dragon ancestor type.

Fire: Red Dragon Water: Gold Dragon Earth: Green Dragon Wind: Silver Dragon Lightning: Blue Dragon Ice: White Dragon Metal: Steel Dragon Poison: Black Dragon Light: Fairy Dragon Darkness: Lethus Dragon

Fire: Wielders of one of the four Primal elements, Fire Dragon warrior are as blazing and hotheaded as their element. Fire Dragon warrior were trained under the Red Dragons to wield flames as an extension of their own body. Like their Dragonic teachers, they are hotheaded and incredibly confident in their power, making excellent fighters. They've inherited the Red Dragon's love of gold and treasure, and as they progress will begin to give a warm glow (+5 resist Cold). They are a fighting class through and through, and due to their association with the Reds have become friends with Githyanki and whatever that brings. They draw their power from elemental fire and can survive the hottest temperatures without effect, but will get queasy around any large body of water. Their spells come from the Fire and Destruction Domains and gain the following Dragon warrior spells: Tier 1: Tier 2: Tier 3:

Water: Wielders of the Primal element of Water, Water Dragon warrior are calm and collected, more apt to think the situation through than their Fire counterparts. Water Dragon warrior were trained by the mighty Gold Dragons to wield the forces of water. They are intelligent and diplomatic people, choosing planning over fighting, as such they are of a more supportive nature when compared to more warrior-like Dragon warrior. As their powers grow they start to have a light blue glow to their bodies with a lightening of the hair and eyes. They are friends of any aquatic creature and have become known as powerful healers. They can survive under the most intense pressures of the ocean floor but will not last long under the harshness of the desert and other volcanic plains. They cast spells from the Water and Healing domains and gain the following Dragon warrior spells: Tier 1: Tier 2: Tier 3:

Earth: Wielders of the Primal element of Earth, the Earth Dragon warrior are living mountains wih near infinite patience and a love of simplicity and the natural world. Earth Dragon warrior were trained by the Green Dragons within the jungles and forests they call their home. They are wise beings and unlike other Dragon warrior differ from their master's general behavior. They are not the provacative fighters that their Green Dragon masters are, instead being humbled by the element of Earth. They do share their Dragon's close kinship with the natural world, being close friends to the plants and animals. They are powerful beings, if a bit slow moving, but have the force of mountains behind them. Their skin becomes rocky and tough as their bond with the element grows, with green eyes. They can cast spells from the Earth and Plant domains and gain the following Dragon warrior spells: Tier 1: Tier 2: Tier 3:

Wind: Wielders of the Primal element of Wind, the Wind Dragon warrior are curious adventure seekers, never staying in one place for long. Wind Dragon warrior were trained under the high flying Silver Dragons, like their masters choosing flight over fight. They are the tricksters, controlling the skies and journeying the world. They have a great love of open spaces and are masters of flight but are generally weaker than most. They slowly gain a lighter sheen to themselves and eventually will be floating continuously above the ground. They can cast spells from the Travel and Weather domains and gain the following Dragon warrior: Tier 1: Tier 2: Tier 3:

Lightning: Lightning Dragon warrior were trained under the Elder Blue Dragons of the deserts to weild the element of Lightning. the Lightning Dragon warrior like blue dragons are territorial and vain like the dragons they trained under.Lightning Dragon warrior also love the desert and useally reside there, they are also have great knolage of deserts and gain a +2 to knowlage and spot checks related to the desert. -Spells from the Weather and Destruction domains.

Ice:Ice Dragon warrior were trained under the White Dragons to weild the element of frost. Like the dragons they trained under they love the cold and can always be found were white draongs are few Ice Dragon warrior ever venture far from cold palces.Ice Dragon warrior gain a bonus when it comes to fighting on snow, as such in deserts it loses that advantage. -Spells from the Air and Water domains.

    • Other Bonuses:+2 fighting on snow +2 Strength, -2 Intelligence, +2 Agienst Giant's
    • Attack Bonus: Freeze

Poison:Posion Dragon warrior were Trained under the Black dragons to use the element of acid. Posion Dragon warrior are Chaotic Evil like the dragons they trained under,these Dragon warrior are evil-tempered, cunning, and malevolent. like the Black dragons, they also are extremly greedy and will often captute humans and interrogate people on the location of stockpiles of treasure before killing them.These Dragon warrior are useally found were back dragons are found, and rarely leave there treasures ungaurded. these Dragon warrior also have no reagaurd for life and will splash acid at anyone that attacks there treasure or other dragon compainions. -Spells from the Death and Plant domains.

Metal:Metal Dragon warrior were trained by the Copper dragons to use The metals of earth to there advantage. these Dragon warrior are pranksters, joke tellers, and riddlers, they easily fit in to any group and are charasmatic and outgoing. throught years of Intense training they have trained there skin to have the metalic coat of the copper dragons and are highly resillient to most metal weapons.these Dragon warrior tend to have eyes of turquiose likr the copper dragons. -Spells from the War and Artifice domains.

Light: Wielders of the very life force of the universe, the element of Light, the Light Dragon warrior are the most powerful spellcasters of all the Dragon warrior. They were trained under the powerful Prismatic Dragons and the light loving Fairy Dragons to wield one of the most primal forces of nature. They are Lawful beings as Light is Order and will tend to be of a more uptight nature than most. Physically they are weaker than other Dragon warrior but are masters of healing and the most powerful of spellcasters. As they power up they will give off a light glow, and their hair and eyes will gain a silvery color. They are fundamentally linked to Darkness as well as Light and should they fall towards Evil they can become Dark Dragon warrior. They can cast spells from the Magic, Protection, and Sun domains and gain the following Dragon warrior spells: Tier 1: Arrows of Light, Illusionary Tier 2: Prismatic Blades, Mirror Shadow Tier 3: Radiant Lance

    • Other Bonuses: Their touch functions as heal light wounds to friendly targets, Detect Evil
    • Attack Bonus: Blind

Dark: Wielders of death, the counterpoints to life, Darkness, the Dark Dragon warrior move unseen throughout the world wielding powerful magics to fuel their own ends. Trained by the evil Lethus Dragons and the demons they call friends, they have become masters of death and shadows. They are Evil at heart, a result of their training, and move unbeknownst to the world rivaling Assassins in their art. They don not wield the powerful magics of their Light brethren but are masters of curses and the controlling of others. They are fundamentally linked to Light, and should they drift towards Good they may rise to the Light. They can cast spells from the Darkness, Death, and Madness domains and gain the following Dragon warrior spells: Tier 1: Tier 2: Tier 3:

Dragon Rage: At 12 level the Dragon warrior can fly into a rage a certain number of times per day. In a rage, DDragon warrior temporarily gains a +8 bonus to Strength, a +8 bonus to Constitution, and a +4 morale bonus on Will saves, but he takes a –4 penalty to Armor Class. The increase in Constitution increases the Dragon warrior hit points by 4 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.

Transform: At 17 level the Dragon warrior can transform in to his Dragon Ancestor. He has the abilities stats feats and all like if he or she were the Dragon. This ability its at will and has time 1 hour per level cant be dispelled and the Dragon warrior can change to his normal form at will.

Energy Immunity: At 20th level a Dragon Warrior becomes imune to the element he gained resistance to.

Growth: At 20th level a Dragon Master grows one size larger, to a maximum of his dragon ancestor's great wyrm size.

Epic Dragon Warrior[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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