Dragonie (3.5e Class)

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Dragonie
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Dragonie[edit]

Dragonie are heavy casters drawing their powers from the existing lifeforce of dragons long past.

Making a Dragonie[edit]

Dragonie are good at distance and getting to distance. Becuase dragonie are not proficient with armour they tend to stay in the back. Dragonie work well with combat oriented classes as they can buff them easily.

Abilities: Dexterity, Wisdom, Constitution

Races: Elves and humans tend to become Dragonie. As humans are versatile and elfs have long co-existed with dragons.

Alignment: Any

Starting Gold: 4d4 x10(100 gold)

Starting Age: As Cleric

Table: The Dragonie

Hit Die: d4


Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +0 Breath weapon 1d6, Tough Skin 4 2+1
2nd +1 +2 +0 +2 Draconic Abilities 5 3+1
3rd +1 +2 +1 +2 Breath weapon 2d4 5 3+1 2+1
4th +2 +2 +1 +4 Familiar(See sorceror page 51) 6 3+1 3+1
5th +2 +3 +2 +4 Breath weapon 2d6 6 3+1 3+1 1+1
6th +3 +3 +2 +4 Improved familiar 6 4+1 3+1 2+1 1+1
7th +3 +3 +2 +5 Breath weapon 2d8 6 4+1 3+1 3+1 2+1
8th +4 +3 +2 +6 none 6 4+1 4+1 3+1 3+1
9th +4 +3 +3 +6 Breath weapon 2d10 6 4+1 4+1 4+1 3+1
10th +5 +3 +3 +7 Spirit Dragon 6 4+1 4+1 4+1 3+1 1+1
11th +5 +4 +3 +7 Breath weapon 2d12 6 5+1 4+1 4+1 3+1 2+1
12th +6/+1 +4 +3 +8 None 6 5+1 4+1 4+1 4+1 2+1 1+1
13th +6/+1 +4 +4 +8 Breath weapon 3d6 6 5+1 4+1 4+1 4+1 3+1 2+1
14th +7/+2 +4 +4 +9 None 6 5+1 5+1 4+1 4+1 4+1 3+1
15th +7/+2 +4 +4 +9 Breath weapon 3d8 6 5+1 5+1 5+1 4+1 4+1 3+1 1+1
16th +8/+3 +5 +4 +10 None 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
17th +8/+3 +5 +4 +10 Breath weapon 3d10 6 5+1 5+1 5=1 5+1 4+1 3+1 3+1 2+1
18th +9/+4 +5 +5 +11 None 6 5+1 5+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1
19th +9/+4 +5 +6 +11 Breath weapon 3d12 6 5+1 5+1 5+1 5+1 5+1 4+1 3+1 3+1 3+1
20th +10/+5 +6 +6 +12 Ultimate Breath weapon, Full Dragon Transformation 1/day. 6 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration, Decipher script, Diplomacy, Gather information, Intimidate, Knowledge(Arcana), Knowledge(Local), Knowledge(any 2 other), Move silently, Profession, Search, Sense motive, Spellcraft, Use magic device.


Class Features[edit]

Based on dragons the wisest and most powerful creatures of all time. A dragonie's main goal is to become as powerful as the majestic dragon. All of the following are class features of the Dragonie.

Weapon and Armor Proficiency: A dragonie is proficient with all simple and martial weapons. Dragonie are not proficient with any armor.

Spells: A dragonie casts draconic spells, which are drawn from the dragonie spell list. A dragonie must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a dragonie must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dragonie's spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a dragonie can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The dragonie. In addition, he receives bonus spells per day if he has a high Wisdom score. A dragonie also gets one domain spell spell of each spell level he can cast, starting at 1st level. When a dragonie prepares a spell in a Draconic spell slot, it must come from one of his two domains (see Dragons, Domains, and Domain Spells, below).

Dragonie meditate or pray for their spells. Each dragonie must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Dragonie can prepare spells. A dragonie may prepare and cast any spell on the dragonie spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Dragonie choose their spells from the following list:

Dragon type Domain Domain Domain Domain
Black Death Destruction Evil Water
Blue Good Knowledge Luck Protection
Green Earth Healing Law Plant
Red Chaos Fire Magic Trickery
White Air Good Luck Travel

0— Guidance, Resistance, Virtue, Acid splash, Ray of frost, Prestidigitation, Detect magic, Read magic.

1st— Burning hands, Summon dragon I, Endure elements, Chill touch, Obscuring mist, Shocking grasp, Unseen servant, Mount(summon dragon dragon cannot attack and has the same Statistics as a horse except for fly speed 80 Perfect), Cause fear

2nd— Summon dragon II, Resist energy, Fog cloud, Darkness, Flaming sphere, Scorching ray, Invisibility, blur, Mirror image, Bears endurance, Bulls strength, Owls wisdom.

3rd— Summon dragon III, Protection from energy, Dispel magic, Sleet storm, Tongues, Deep slumber, Fireball, Lightning bolt, Wind wall, Water breathing, Attune form

4th— Summon dragon IV, Fire trap, Stoneskin, Leomunds secure shelter, Charm monster, Fire shield, Ice storm, Wall of fire, Wall of ice, Stone shape, polymorph, Invisibility greater, Solid fog.

5th— Summon dragon V, Cloudkill, Planar binding lesser, Wall of stone, Rary's telepathic bond, Cone of cold, Nightmare, Dream, Baleful polymorph, Passwal, Telekenisis, transmute rock to mud, True seeing, transmute mud to rock, permanency, Ball lightning.

6th— Summon dragon VI, Antimagic field, Globe of invulnerability, Acid fog, Planar binding, Wall of iron, chain lightning, Otiluke's freezing sphere, Shadow walk, veil, Flesh to stone, Move earth, Tenser's transformation.

7th— Summon dragon VII, Drwawmiji's instant summons, Phase door, Insanity, Delayed blast fireball, Forecage, Simulacrum, Reverse gravity, Ethreal jaunt, Statue, Limited wish

8th— Summon dragon VIII, Mind blank, Planar binding, greater, Trap the soul, Binding, Charm monster, mass, Bigby's clenched fist, Polar ray, Sunburst, Clone, Iron body, Polymorph any object, Avascular mass, Bestow cure greater.

9th— Summon dragon IX, Prismatic sphere, Foresight, Dominate monster, Bigby's crushin hand, Meteor swarm, Weird, Time stop, Black blade of disaster, Wish.


Breath Weapon (Su): 1st: A dragonie gains a breath weapon based on the dragon variety (see the table below), usable a number of times equal to its constitution mod. A Dragonie's breath weapon deals the indicated points of damage for its level. A successful Reflex save (DC 10 + 1/2 Dragonie's HD + Dragonie's Con modifier) reduces damage by half.


Dragon Variety Breath Weapon
Black 40-foot line of acid
Blue 40-foot line of lightning
Green 20-foot cone of corrosive (acid) gas
Red 20-foot cone of fire
White 20-foot cone of cold

Tough Skin (Ex):1st: Starting at level 1 a dragonie gets a +1 natural armour bonus and another +1 every 3 levels after that (1+1, 4+2, 7+3). And so on untill level 10 where it starts to increase by 1 every 4 levels (10+5, 14+6, 18+7).

Draconic Abilities (Su):2nd: Starting at level 2, a dragonie can choose 1 ability from a list they are eligible for. Every 3 levels thereafter the dragonie can choose another draconic ability off of a list they are eligible for. They can not replace abilities they choose at later levels.

2nd + eligible

Bite: Dragonie gains a bite attack that does 1d4 damage. This damage increases to 1d6 at level 6 and 1d8 at level 10 and 1d12 at level 14 it stops scaling after level 14.

Red dragon's eye's: Dragonie gains +4 to appraise checks this increases at 6th level to +8.

Gold dragon's tongue: Dragonie gain +4 to all diplomacy checks this increases at 6th level to +8.

Blue dragons wit: Dragonie gain a +4 to bluff checks this increases at 6th level to +8.

Wings: Dragonie gain wings which gice them a fly speed of there base land speed with clumsy maneuverability.

5th + eligible

Black dragons hide: Dragonie gains DR = to there class level

Green dragons hide: Dragonie gains SR = to there class level

Wings: Dragonie gain wings which give them fly speed of twice there base land speed max 60 with clumsy manueverability. Every 3 Hit dice the maneuverability goes up a notch (Clumsy, poor, average, good, perfect)

8th + eligible

Gold dragon's heart: Dragonie gains +4 constitution

Silver dragon's brain: Dragonie gains +2 intelligence and +2 wisdom

White dragon's joints: Dragonie gains +4 dexterity

15 + eligible

Cross dragon breath: Dragonie can use a triple breath attack twice per day. Meaning he can mix up to 3 breath attacks together either 3 cone attacks or 3 line attacks and mixes the damage together.

Familiar (Ex): 4th: At fourth level a dragonie get a familiar with the same rules as the sorceror

Improved Familiar: 6th: Dragonie can summon pseudodragons like it had the improved familiar feat.

Spirit Dragon (Su): 10th: Once per day you can call upon the powers of your spirit dragon, this gives you a temporary bonus of +8 Str, +6 Dex, +4 Con, -2 Wis, +2 Int and allows you to use your breath weapon an extra time well in this form. This ability lasts for 3 rounds.

Ultimate breath weapon (Su): 20th: The dragonie can use this breath weapon a number of times equal to his constitution modifier a day. This breath weapon adds all five breath weapons together at the same time this does this attack is not affeted by DR or SR. This ability's damage is doubled no matter what.

Full dragon transformation (Su): 20th: The dragonie can turn into a Mature Adult True dragon of the same type as their breath weapon. All their weapons and armour and everything else worn is absorbed by its dragon form and does not give any bonuses. The Dragonie has all the statistics of the type of mature adult true dragon it turned into but it keeps all languages it would have known in its usual form.

Ex-Dragonie[edit]

A dragonie cannot revere or pray to any deity. Or else they become an EX Dragonie losing all abilities and spells. To become a Dragonie again they must go through 2 straight weeks of tests that their revered dragon chooses.



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