Dragonslayer (Fairy Tail Version) (3.5e Class)

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Dragonslayer (Fairy Tail Version)
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(Rate this class)
Status: starting package, campaign information.
Editing: Constructive edits welcome
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Dragonslayer (Fairy Tail Version)[edit]

Dragons, the ultimate masters of the elemental power that courses through the world. Only a select few individuals are ever chosen to learn their power, and they have become known as Dragonslayers. Powerful mages who wield the primal forces of nature as an extension of their own bodies.

Making a Dragonslayer (Fairy Tail Version)[edit]

Dragon Slayers are a unique type of people who utilize a form of Lost Magic. Each Dragon Slayer has their own form of Magic, just like each Dragon is a master of their own element. In addition, the said Dragon Slayer also has the ability to eat their own element. Doing so rejuvenates them and enhances their abilities. Dragon Slayers are known to possess keener senses than that of normal humans such as in smell, sight and hearing

Abilities: The magic and fighting style wielded by a Dragonslayer is very complex, requiring high Dexterity and Wisdom to work the most effectively. Constitution, strength, and Charisma are each equally important and will vary between Dragonslayers. intellegence has little to no real bearing on a Dragonslayer's fighting style as their power is purely elemental in nature, it's really just a bonus to have.

Races: Any race capable of magic and on good standing with Dragons is capable of becoming a Dragonslayer. Dragonic races will do exceedingly well due to their close relations.

Alignment: The alignment of a Dragonslayer will tend to be based on that of the Dragons who raised them, but can be anything.

Starting Gold: 4d10x10 gp (220gp)

Starting Age: Complex

Table: The Dragonslayer (Fairy Tail Version

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Elemental Mastery, Devour Element, Draconic Bloodline,
2nd +2 +3 +0 +0 Dragon Form I, Dragon Traits
3rd +3 +3 +1 +1 Natural Finesse, Basic Sphere Access
4th +4 +4 +1 +1 Dragon Traits
5th +5 +4 +1 +1 Elemental Aura +1, Dragon Form II
6th +6/+1 +5 +2 +2 Dragons Nose
7th +7/+2 +5 +2 +2 Unyielding Will
8th +8/+3 +6 +2 +2 Dragon Form III
9th +9/+4 +6 +3 +3 Elemental Aura +2, Advanced Sphere Access
10th +10/+5 +7 +3 +3 Dragon Traits
11th +11/+6/+1 +7 +3 +3 Dragon Form IV
12th +12/+7/+2 +8 +4 +4 Elemental Aura +3
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Dragon Form V
15th +15/+10/+5 +9 +5 +5 Dragon Force
16th +16/+11/+6/+1 +10 +5 +5 Elemental Aura +4, Expert Sphere Access
17th +17/+12/+7/+2 +10 +5 +5 Dragon Form VI
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Elemental Aura +5
20th +20/+15/+10/+5 +12 +6 +6 Dragons Fortitude

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Bluff(Cha), Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(Arcana and any 2)(Int), Listen(Wis), Perform(choose any)(Cha), Search(Int), Spellcraft(Int), Spot(Wis), Survival(Wis), Use Magic Device(Cha)

Class Features[edit]

All of the following are class features of the Dragonslayer.

Weapon and Armor Proficiency: Dragonslayers are masters of unarmed combat, preferring martial fighting to weapons. As such they have the Improved Unarmed Feat at 1st level and do an additional HD of damage when not using a weapon. While not requiring additional weapons, each Dragonslayer has the choice of being proficient in one other weapon type of their choice. In the case of armor, a Dragonslayer can only use Light or Simple armor as anything heavier will disrupt their fighting.

Spells Each Dragonslayer can cast spells linked to their elements as well as cast from two domains.

Sphere Each Dragonslayer also gains access to a sphere of their choice that is linked to their element. Basic Sphere access grants one use of a spell within that sphere, advanced gives you three uses of spells within that sphere and expert access gives you 5 uses of spells within that sphere. you also gain another use per wisdom modifier, however basic sphere access limits you to 3 uses regardless of wisdom modifier, advanced 6 uses, expert 10 uses.

Elemental Mastery: What separates a Dragonslayer from other spellcasters is their total devotion to a single element to the near exclusion of the others. This has allowed them total control and synchronization with their chosen element, making their bodies living conduits for the primal forces of nature. Their element is determined by the Dragon's who have trained them and grows to completely define the character as whole, changing their appearance, personality, and in some cases the way they live. There are 10 different varieties of Dragonslayers: Fire, Water, Wind, Earth, Ice, Lightning, Metal, Poison, Light, and Dark. Each could be considered a class all their own and are fully listed below.

Fire: Wielders of one of the four Primal elements, Fire Dragonslayers are as blazing and hotheaded as their element. Fire Dragonslayers were trained under the Fire 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 Fire Dragon's love of gold and treasure, and as they progress will begin to give a warm glow (+1 per 1/2 lvl 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. Fire and Destruction domains

    • Other bonuses: +4 Strength, +4 Intimidate, -2 Wisdom, -4 Diplomacy, -2 on Spellcraft and Decipher Script, -2 on skill rolls and attack rolls when near large bodies of water,
    • Attack bonus lvl 5: attacks will set the target ablaze for 1d6 damage for 1d4 + 1 per 5 lvls rounds unless Fortitude 10+ caster lvl+Wisdom is rolled. +1 to attacks with fire attuned weapons per 5 lvls (Does not include Normal fist attack with burn chance however does include DragonClaw)

Water: Wielders of the Primal element of Water, Water Dragonslayers are calm and collected, more apt to think the situation through than their Fire counterparts. Water Dragonslayers were trained by the mighty Water 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 Dragonslayers. 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. Water and Healing domain

Earth: Wielders of the Primal element of Earth, the Earth Dragonslayers are living mountains wih near infinite patience and a love of simplicity and the natural world. Earth Dragonslayers were trained by the Earth Dragons within the jungles and forests they call their home. They are wise beings and unlike other Dragonslayers differ from their master's general behavior. They are not the provacative fighters that their Earth 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. Plant and Earth domains

Wind: Wielders of the Primal element of Wind, the Wind Dragonslayers are curious adventure seekers, never staying in one place for long. Wind Dragonslayers were trained under the high flying Wind 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. Travel and Weather domains

    • Other Bonuses: +4 Dexterity, +4 Intelligence, +4 Escape Artist, +15ft Movement Speed,
    • Attack Bonus lvl 5: 75% chance to Daze with unarmed attack, +2 to attack with wind attuned weapons

Lightning: Lightning Dragonslayers were trained under the Elder Lightning Dragons of the deserts to weild the element of Lightning. the Lightning Dragonslayers like Lightning dragons are territorial and vain like the dragons they trained under.Lightning Dragonslayers 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. Weather and Destruction domains

    • Other Bonuses: +4 Wisdom, +6 Hide, +3 AC, -6 Diplomacy
    • Attack Bonus lvl 5: 75% chance to Paralysis with unarmed attack, +2 to attack with lightning attuned weapons.

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

    • Other Bonuses:+8 fighting on snow, -4 fighting in desert, +4 Strength, -4 Intelligence
    • Attack Bonus lvl 5: 75% chance to Freeze with unarmed attack, +2 to attack with ice attuned weapons

Poison:Posion Dragonslayers were Trained under the Poison dragons to use the element of acid. Posion Dragonslaters are Chaotic Evil like the dragons they trained under,these Dragonslayers are evil-tempered, cunning, and malevolent. like the Poison 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 slayers are useally found were Poison dragons are found, and rarely leave there treasures ungaurded. these Dragonslayers also have no reagaurd for life and will splash acid at anyone that attacks there treasure or other dragon companions. Death and Plant domains

    • Other Bonuses: +2 Swim, +2 Hide, -2 Charisma,-2 Diplomacy, +15 Listen, Vulnerability to Sonic
    • Attack Bonus lvl 5: 75% chance to Poison with unarmed attacks, +2 to attack with poison/acid attuned weapons.

Metal:Metal Dragonslayers were trained by the Metal dragons to use The metals of earth to there advantage. these Dragonslayers 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 Metal dragons and are highly resillient to most metal weapons.these dragon slayers tend to have eyes of turquiose likr the Metal dragons. War and Artifice domains

    • Other Bonuses:+4 Charisma, +4Wisdom, +6 Diplomacy,+4Gather Information, +4 Natural Armor, -10 movement, - 2 armor check penalty
    • Attack Bonus: extra x2 to criticals with unarmed attacks, +2 to attack with metal attuned weapons.

Light: Wielders of the very life force of the universe, the element of Light, the Light Dragonslayers are the most powerful spellcasters of all the Dragonslayers. They were trained under the powerful Light 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 Dragonslayers 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 Dragonslayers. Sun and Magic domains

    • Other Bonuses: Their touch functions as heal light wounds to friendly targets, at level 10 changes to heal moderate wounds then to heal serious wounds at level 15 and finally heal critical wounds at level 30, Detect Evil
    • Attack Bonus lvl 5: 75% chance to Blind with unarmed, +2 to attack with light attuned weapons

Dark: Wielders of death, the counterpoints to life, Darkness, the Dark Dragonslayers move unseen throughout the world wielding powerful magics to fuel their own ends. Trained by the evil Darkness 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. Darkness and Death domains

Devour Element: Dragonslayers are masters of their element, and due to their close affinity for it they are able to absorb it into themselves to heal or strengthen themselves. A Dragonslayer has the ability to consume their elemental type, whether from a magical source or not it doesn't matter. Doing this will heal the Dragonslayer proportionally to the amount consumed. Small: 5hp, Medium: 10hp, Large: 15hp, Huge+: Full Heal. Magical sources will also replenish the Dragonslayers uses of their dragon form in equivalence to the strength of the spell. The absorption is completely independent of the Dragonslayers level, but overconsumption may possibly harm them.

    • In the case of Light and Dark Dragonslayers, their element doesn't appear naturally and their only source comes from 2 places: Divine/Necrotic spell, and the actual life force of living creatures. They have the ability to drain the energy of others they come in contact with if they succeed in a touch attack upon success the target makes a Fortitude save, draining an amount equal to the targets Constitution. These are inherently Evil acts and will push the character towards that side of the spectrum and whatever consequences that brings. This energy can also heal others, pushing towards the Good end. There is the potential for a Light Dragonslayer to turn to Dark and Vice Versa.


Draconic Bloodline: For all purposes pertaining to it, the character now has a Draconic heritage. The character also gains Draconic Rage Alternate:The rage of a furious dragon lays inside you Prerequisite: Dragonslayer Alternate Conditions for use (for a Chaotic Good Dragonslayer): Ally death in battle or faced with allies or friends killer. Multiple members of the Party are rendered unable to fight. When faced against a Hostile Dragon or Dragonslayer. This effect can only be used once a day when conditions are met unless the Dragonslayer is able to consume a substantial amount of their element in which case they are granted another use however the normal conditions still need to be met. Benefit: You may, for 1d4+1 for every 5 character levels, rounds enter a state of uncontrollable rage. Your weapon (if any) is discarded for the duration, and instead you must make attacks with natural weapons. Your range is touch, unless otherwise specified. You receive +2 for every 2nd character lvl to your attack bonus to a max of +8, and +3 for every 2nd character to your damage per attack to a max of + 9, with each attack accounting for half a standard action. The first attack of each round will have the effects of your breath weapon at half damage, opponents may make saving throws against this to receive half damage. Your critical during your rage is 16-20, at double damage. For these attacks you always use your highest attack bonus. Instead of making multiple attacks in one round, you may make one single attack. Making one single attack per 6 base attack bonus and allows you to deal extra 2d6 damage for every 2nd level (to a max of 5d6)+ half your breath weapon damage. If you make one single attack you get a minus to your attack bonus equal to double of -2 for every 2nd character lvl to max of -16 , and +6 damage for every second character lvl to a max of +18. doing this ends your rage immediately, forcing you to make a Fort check to avoid exhaustion which makes you unable to attack and cutting your speed to ¼ of normal. After your rage ends, you must succeed in a Fort check to avoid exhaustion which makes you unable to attack and cutting your speed to ¼ of normal for 1d4 rounds. The DC for this is 17 + ½ your character lvl even if you succeed you must make a will save after the rounds are over of 15+½ your character lvl or lose your ability to use any elemental bonuses or elemental spells for 1d6 rounds Consuming your element however reduces this duration as follows, Small amount -1 rounds, medium amount -2 rounds, large amount -4 rounds, Huge amount complete recovery and able to reuse a standard and a move action that may have been used that round. Their breath weapon becomes that of their chosen element and deals 1d4 per odd character lvl 1,3,5 ect and is a 15ft cone there is reflex dc that can half this damage of 10+ character lvl + wisdom bonus. Draconic now becomes a base language for the character.

Natural Finesse: A Dragonslayer is a master of unarmed combat and has turned his body into a living weapon. This has the same effect as the Feat Weapon Finesse which allows you to switch Strength in attacks with Dexterity. This also provides an extra 10ft to movement speed and grants a bonus to attack while unarmed or using natural weapons. Any natural or unarmed attack will do an extra 1d6 damage.


Elemental Aura: As Dragonslayers become further attuned to there element, they begin emitting a magical aura around themselves. This aura bestows different effects based on the Dragonslayer's chosen element and can be turned off at will.

  • Fire: : Intense heat surrounds the player granting 1/2 to cold damage, a +(rank) to AC, and anything that makes contact with the player (such as a fist attack or grapple) must make a Fortitude save of 10+character lvl+Wisdom or else be set ablaze for 1d6xrank in ability for 1d4 rounds.
  • Water: Blue light surrounds the player granting 1/2 to Fire damage, a +(rank) to AC, and anything that makes contact without succeeding a Will save of 10+Character lvl+Wisdom or else be weakened.
  • Earth: Green light surrounds the player and their skin appears made of stone, it grants a 2x(rank) bonus to AC, an immunity to physical missles (arrows), and earth walking
    • Earth Walking: travel a distance equal to movement speed underground in any direction, reappearance next to enemy is considered a surprise attack unless they can detect you through magical means.
  • Wind: Wind begins spiraling around the player providing a x3 to movement speed, a Reflex bonus equal to rank in ability, and Flight equal to normal Movement Speed +20ft or if player can already fly increases fly speed by +10 and increase maneuverability by one.
  • Ice:Frigid air courses around the player granting 1/2 Fire damage, a +(rank) bonus to AC, and the chance to freeze an incoming attacker should the fail a Fortitude check of 15+Wisdom
  • Lightning:Electrical energy begins coursing around the player it provides x2 bonus to Movement Speed, 100ft Teleport as a move action, and can conduct onto metal objects resulting in a 1d6xrank burst of shock damage to whoever is wielding or wearing it (range 15ft).
  • Metal: The Dragonslayers skin becomes metallic in nature and will absorb incoming Lightning attacks while only taking half the damage, provide 3xrank bonus to AC. Metal weapons used against the player are absorbed on contact unless a Fortitude save of 10+Character lvl+Strength is made. Movement is halved.
  • Poison: No aura is visible around the player but any plant or animal life within 5ft of the player begins to wither or die if weak enough. Weapons that touch the Dragonslayer will begin melting as if touched by acid, and the wielder must make a Fortitude save of 15+Constitution or else be inflicted with a disease.
  • Light: A white light emanates from the Dragonslayer; it creates a field of healing around the player (10ft). Anything within this field will begin to heal from fresh wounds and diseases as per the heal spell caster lvl ½ Dragonslayer lvl + rank in ability. The Dragonslayer will gain a regeneration rate equal to his rank in this ability.
  • Dark: : The Dragonslayer's body becomes wrapped in veil of shadows, obscuring their face. The aura provides Dark Vision and a +3xrank bonus to Move Silently and allows the user to travel between shadows within 10ftxrank of each other.


Dragon Form: The main defining aspect of a Dragonslayers magic is their ability to incorporate it into their martial fighting style. They can become living magical weapons, wrapping magic around themselves to increase their physical attack power, as such these attacks are considered unarmed or natural weapon for the Dragonslayer. They effects of the various Dragon attacks vary by element and grow stronger as the Dragonslayer trains with them. They can use these forms for a number of times per day equal to 2/day per dragon form rank.

Dragon Claw: Elemental energy is wrapped around the limbs of the Dragonslayer in the form of a claw in order to strengthen a punch or kick. This attack functions as the character's basic unarmed strike with whatever bonuses attributed to it. The attack does the same damage as the normal unarmed strike with an additional 2d8+1 for every odd character lvl (1,3,5, ect.)

Dragon's Brilliant [Energy]: The dragon slayer combines magic from both hands and shoots it at once and explodes in a 25 ft radius dealing double the damage of dragons claw in element damage this can only be used so long as you have two uses of dragons claw left and this ability can only be taken once

Dragon's Roar:The character fires a burst of elemental energy from their mouth, much like a Dragon's breath weapon. The burst is a 30ft line of whatever element used, except with metal and darkness in which case it is a weakening cone of the same length. This attack does double your breath weapon damage can only be taken once. Unlike the other abilities this one can only be used once per day for every dragon form takes 2 uses of dragon form.

Wings of the Dragon: Energy is formed into a pair of dragon wings on the players back. These wings are fully functional and allow 50ft of flight good maneuverability +10ft for every third dragon form. These wings can fold around the character in the form of a shield providing a bonus to Armor Class 2xDragon form lvl and Spell Resistance equal to 4xDragon Form lvl. The player cannot move or attack while in this mode.

Dragon's Wing Attack: This attack can only be used when wings of the dragon is in effect. The Dragon slayer slams the wings into his opponent dealing 2d8 +1 per odd character lvl. The player slashes by the opponents without stopping. This move is full round action that allows you to slash up to two opponents as long as there is 5 feet of space in between them. The player does not stop on the space they attack rather they keep moving forward past the opponents. The enemy may make a reflex save of a dc of 10+character+Dexterity and if the enemy succeed they take half dmg and get an attack opportunity with -6 penalty to their attack roll.

Tail Whip: A long chain of elemental energy is created off of the Dragonslayer. The chain is equal to 5ftxLevel (max 50ft) in length and is made of whatever element they wield. The chain can be used as a grapple hook to pull the character up or pull objects in. In the case of an attack it functions as a whip dealing 2d6 +1 for every odd character lvl element damage and can wrap around the target providing a +4 to Grapple and dealing the effect of the element as long as they are trapped.

Sword Horn:The dragon slayer wraps himself in magic and slams into his opponent dealing 2d8+1 for every odd character lvl+ Strength modifier elmental damage. The opponent also is stunned for 1 turn if he fails a fort save of 10+character lvl+Strength, if the opponent fails by more then 10 he has to make another fort save and if that fails is stunned for 2 rounds. If the opponent succeeds on his save he takes half dmg.


Armor of Scales: Elemental energy is wrapped around the player in the form of armor, providing a +2 + 2 per 5 lvls to AC and +10 +4 Per 5 lvls Spell Resistance . While in this state the Dragonslayer is given a specific effect based on element type and is restricted to only Dragonslayer type magic and normal attacks. The effects are as followed: Fire: Immunity to Cold and 1d6 Fire on contact Water: Immunity to [Fire]] and a +2/rank on Reflex saves Wind: 2x Movement speed and Flight Earth: 1/2 Movement speed, +8 AC and +6 to Strength Ice: +4 AC and 1d6 Cold on contact Lightning: 3x Movement Speed and paralysis on contact fort save 10 + 1/2 level + wisdom mod Poison: Weaken on contact fort save 10 + 1/2 level + wisdom mod and Acid touch Metal: 1/2 Movement Speed, +8 AC and +6 to Strength Light: Teleport as Swift action and a x2 regenerate Dark: Invisibilty and Control on contact will save 10+ 1/2 level + wisdom mod


Dragon Traits: As a Dragonslayer becomes more attuned to the Dragon Magic they wield, they begin to take on the traits and abilities of their aligned dragon.The first time that this ability is taken they choose one dragon that is linked to their element. This dragon is the dragon that they take traits from and once chosen cannot be changed. Each time this ability is taken the Dragonslayer may choose one of their dragon's special abilities and make it their own, these abilities become a natural part of the player. These can be substituted for a Bonus Feat.

Unyielding Will: Your exposure to Dragonic magic has altered you further, aligning your mind and your very presence with the power of Dragons. You gain a permanent +1 bonus to Wisdom, a bonus +2 to Will saves and an +2 bonus to mind-altering effects.

Dragons Nose: The Dragonslayer sense of smell is increased dramatically and as such detect scents within 50ft as long as his sense of smell is not be obstructed by anything. This increases further to 100ft is the scent is strong, such as rotting garbage, smoke, food being cooked, ect.

Dragon Force: As they continue strengthening their dragon magic they become closer to the dragons. In this form they begin to grow scales on their hands and lower arms. This provides an AC bonus equal to Wisdom as well as bonuses to their abilities. They can enter this form a number of times per day equal to their wisdom mod. The Dragonslayer can maintain this form for their wisdom mod rounds. The spells effect, DC, and caster level (for purpose of overcoming spell resistance) are all doubled while in this form.

Dragon Fortitude: : The Dragonslayer now gains the Ability to automatically pass a failed fortitude save. This can only be done once per day unless the slayer decides to use 6 charges of his dragon form to fuel the ability another time and if the Dragonslayer does not have these charges remaining he cannot use this option. Each time the slayer uses his dragon form to fuel this ability he must also take 2 points of ability damage on all of his abilties.

Epic <-class name->[edit]

Table: The Epic Dragonslayer (Fairy Tail Version)

Hit Die: d8

Level Special
21st Draconic Force, Epic Dragon Magic, Dragon Form XIV
22nd Dragon Traits
23rd Elemental Aura +7, Dragon Form XV
24th Dragon Form XVI
25th Dragon God's Blessing
26th Dragon Traits, Elemental Aura +8, Dragon Form XVII
27th Dragon Form XVIII
28th
29th Dragon Traits, Elemental Aura +9, Dragon Form XIX
30th Dragon Ascension, Dragon Form XX

4 + Int modifier skill points per level.

Dragon Traits: The character continues to gain Dragonic abilities, but they can now be chosen from any age category of the Dragon.

Elemental Aura: The Dragonslayers Aura becomes even more powerful. Ac bonus increases to 4x(rank), and spell resist increases to 7x(rank).

Epic Dragon Magic: As they rise to the ranks of the epic beings, so too do their dragon powers. Now, all HD for Dragonslayer abilities and spells are increased by one rank.

Dragonic Force: The Dragon's Rage inside reaches it's peak, merging with the elemental magic to create a powerful new form. The Dragonslayer can now use magic within the rage state, and now gains a +10 attack bonus and +8 damage to attacks. The single full-attack increases to 6d8+ the breath weapon. The Constitution check must be made regardless of whether or not the massive attack was used, and must now succeed a Constitution DC of 25.

Dragon God's Blessing: The character has been noticed by the Dragon Gods and recieves several bonuses from their given blessing. The Dragonslayer gains a permanent +4 bonus to Dexterity and Wisdom and allows the casting of Wish as a one per day spell.

Dragon Ascension: You have reached the epidemy of Dragonic magic, You are an Elemental Dragon. You gain the power of an Adult Dragon of your type, and proceed with the same life span and powers of one. Your growth continues, the limits of growth are yours to choose.

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 Dragonslayer 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-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable 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: Most Dragonslayers do not follow a religion, choosing instead to feel the power of the universe firsthand. But any of the elemental or dragon gods could be an appropriate choice.

Other Classes: Spellcasters see them as points of interest, Fighters as a challenge.

Combat: Their roles will range from support, to healer, to heavy fighter depending on their element.

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

Knowledge (Arcana)
DC Result
5 Dragonslayers harness the power of a dragon in combat.
10 Dragonslayers are attuned to one element, and are rumored to be unaffected by that element.
15 Dragonslayers can consume the element with which they are aligned, no matter the source. If they consume that element, it will heal them. its said a dragonslayer in they're natural element could fight endlessly.
20 Dragonslayer magic is taught to humans by dragons themselves to defend against dragons that would end or enslave the human species. All dragonslayer magic has the ability to bypass dragons magic resistance.

Dragonslayers in the Game[edit]

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

Adaptation: Really? Use your freaking head.

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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