Dragonblood Arcanan (3.5e Class)

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Dragonblood Arcanan[edit]

An arcane spellcaster that channels his dragon powers.

Making a Dragonblood Arcanan[edit]

Dragonblood Arcanans are the backbone of any dragonic campaign. They are like sorcerers in many ways except that they relate themselves to true dragon much more.

Abilities: A Dragonblood Arcanan must have the highest intelegence possible. Most of a Dragonblood Arcanan life is spent trying to reach the highest intelligence possible and accumulating the most wealth.

Races: Any race can become a Dragonblood Arcanan but they almost always have to have descended from some powerful being that is usually a dragon but can be a celestial or fiend.

Alignment: Any non-lawful.

Starting Gold: 9d12 gp

Starting age"' As wizard

Table: The <-class name->

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 + + + + Breath Weapon, Shadow travel , Dragon familiar, Dragonic companion, Telepathy, Armored Mage (light armor), Heritage of Power 5 3
2nd + + + + Dragonshape (small) 6 4
3rd + + + + Arcane attunement, Arcane Channeling 7 5
4th + + + + 7 6 3
5th + + + + Dragonshape (medium), Armored Mage (medium armor) 7 6 4
6th + + + + 7 6 5 3
7th + + + + 7 6 6 4
8th + + + + Dragonshape (large) 7 6 6 5 3
9th + + + + Armored Mage (light shield) 7 6 6 6 4
10th + + + + 7 6 6 6 5 3
11th + + + + Dragonshape (huge) 7 6 6 6 6 4
12th + + + + 7 6 6 6 6 5 3
13th + + + + Armored Mage (medium shield) 7 6 6 6 6 6 4
14th + + + + Dragonshape (gargantuan) 7 6 6 6 6 6 5 3
15th + + + + 7 6 6 6 6 6 6 4
16th + + + + 7 6 6 6 6 6 6 5 3
17th + + + + Dragonshape (colossal), Armored Mage (heavy shield) 7 6 6 6 6 6 6 6 4
18th + + + + 7 6 6 6 6 6 6 6 5 3
19th + + + + 7 6 6 6 6 6 6 6 6 4
20th + + + + 7 6 6 6 6 6 6 6 6 6

Class Skills (4 + int modifier per level, ×4 at 1st level) All that involve Intelligence, Wisdom, and Constitution plus 10 of the players choosing[Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int)]

Class Features[edit]

All of the following are class features of the Dragonblood Arcanans.

Weapon and Armor Proficiency: Dragonblood Arcanan are proficient in all light and martial weapons. They also gain proficiency in armor as it becomes available to them through the ability Armored Mage.

Spells: Dragonblood Arcanans are arcane spellcaster and cast their spells like sorcerers but when a new level of spell becomes able to use a Dragonblood Arcanan automatically knows all the spells of that level. Dragonblood Arcanans choose their spells from the following list:

0—Returning Weapon,

1st—locate city, Scholars Touch, Alarm, Endure Elements, Hold Portal, Protection from Evil, Protection from Good, Protection from Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Comprehend Languages, Detect Secret Doors, Detect Undead, True Strike, Charm Person, Hypnotism, Sleep, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Cause Fear, Chill Touch, Ray of Frost, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person,

2nd—Summon Dire Hawk, City Lights

3rd—Sense of Dragon, Greater Mighty Wallop, Power Word Weaken, Power Word Maladroit, Power Word Deafen, Phantom Guardians

4th—<-spells, spells, spells->

5th—Manifest Dragon Heritage, Shadow Guardians,

6th—<-spells, spells, spells->

7th—Summon Aspect of Bahamut,

8th—Greater Manifest Dragon Heritage,

9th—<-spells, spells, spells->

Breath Weapon: Dragonblood Arcanans gain a breath weapon which deals electric, fire, ice, acid, or sonic damage. This attack deals 1d6 for every 3 levels gained in this class (min1d6, max7d6)

Shadow travel: By channeling the power of a shadow dragon a Dragonblood Arcanan can teleport anywhere within 200 ft of where they started. A Dragonblood

Arcanan can do this 1/day for every 2 levels in this class.

Dragon familiar: Same as Summon Familiar but the familiar is a dragon. The familiar can be any kind of dragon and it's alignment is automatically the same as the character. No matter what kind of dragon they all start a 2 years old.

Dragonic companion: Summon a dragonic or half-dragon creature to serve you and fight at your side. Same base creature rules as the Animal Companion ability that Druids have.

Telepathy: Read thoughts of any creature within 30 ft. The Dragonblood Arcanan must have a higher intelligence than the targeted creature.

Armored Mage: Same as in the Players Handbook ||

Heritage of Power: as a sorcerer advances in power more and more abilities come to him. He gains access to the powers that helped estalished his power.

Draconic heritage: a sorcerer gains draconic heritage heritage as a bonus feat even if he doesn't meet the prerequisite as described in Complete Arcane.
Fey heritage: a sorcerer gains fey heritage heritage as a bonus feat even if he doesn't meet the prerequisite. As described in Complete Mage.
Celestial Heritage: a sorcerer gains celestial heritage heritage as a bonus feat even if he doesn't meet the prerequisite. As described in players handbook 2.
Infernal heritage: a sorcerer gains infernial heritage heritage as a bonus feat even if he doesn't meet the prerequisite. as described in players hand book 2.

Arcane Attunement: same as Duskblade.

Arcane Channeling: same as Duskblade.

Epic <-class name->[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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