Dragon (3.5e Class)

{{#set:Summary=A Dragon racial class {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 * Length=20
 * Minimum Level=1
 * Base Attack Bonus Progression=Good
 * Fortitude Save Progression=Good
 * Reflex Save Progression=Good
 * Will Save Progression=Good
 * Class Ability=Other.
 * Class Ability Progression= Full,

Dragon
Dragons. You know them. They're big scaly lizards with wings and extremely unpleasant breath. They're also all over the place with their alignments, so the class is fairly broad to allow one to make it up as one goes along.

Making a Dragon
The dragon is a racial class, designed to be ridden the whole way through. Because it doesn't get a pile of extra HD, its chassis looks quite impressive, what with the good saves. However, the saves are just there to compensate for the dragon usually not being one to multiclass and increase their saving throws that way. It has impressive natural weapons and physical abilities, for once allowing a party to have a member who can fight Huge/Gargantuan/Colossal monsters on their own terms. Their natural weapons are varied and strong, but balanced out by them being unable to pick up enhancement bonuses thereby making them subject to frequent and stiff DR.

A dragon makes an excellent mount, and this class need not be used for a PC--it could just as easily apply to a cohort/mount.

Abilities: Strength and Constitution help the dragon with its combat. Charisma helps with their spell-like abilities.

Races: Did you READ the name of the class? Well, okay, actually, you can pick a dragon color/species and get its types and subtypes.

Alignment: Any.

Starting Gold: Just about anything. It could vary from a piece of quartz and most of a roll of quarters, to the dragon inheriting a decent hoard.

Starting Age: Any. See Immortality.

Class Features
Dragons get stronger as they grow and develop. They also get very interesting natural weapons. All of the following are class features of the Dragon.









 (Su): The dragon can emit a deadly breath weapon of the energy type to which it has immunity. As appropriate, it will either come out as a cone with Close range, or a line twice that long with a width of 5 feet plus 5 feet per ten class levels. The breath weapon deals 2d6 damage per character level, with a Constitution-based Reflex save for half. Once used, this breath weapon cannot be used again for 1d4+1 rounds.



 (Ex): At 2nd level, the dragon gains an enhancement bonus to natural armor equal to half its class level.

 (Ex): At 2nd level, the dragon gains a +2 enhancement bonus to Strength. This bonus increases by +2 every four levels after 2nd.

 (Ex): At 3rd level, the dragon gains a +2 enhancement bonus to Constitution. This bonus increases by +2 every eight levels after 3rd. Also, the dragon gains an extra 3 hit points per class level.

 (Ex): From 3rd level on, the dragon's wings grow enough to allow flight, giving it a fly speed equal to its land speed, with poor maneuverability for a Medium to Huge dragon; Small or smaller dragons have average maneuverability, and Gargantuan or larger dragons have clumsy maneuverability.





Every six levels thereafter, the access to that sphere improves; if it is already expert, the dragon gains a monstrous feat instead.

 (Ex): From 7th level on, the dragon gains 60' darkvision and sees twice again as far in low-light conditions. Both benefits are cumulative with existing darkvision or low-light vision.

Also, the dragon's fly speed doubles. Every four levels after 7th, the fly speed multiplier increases by 1.

 (Su): At 8th level, the dragon gains damage reduction equal to its class level, pierced by magic weapons.

Also, the dragon can, as a standard action, sweep its tail over a half-circle of radius equal to its reach; all creatures three or more size categories smaller than the dragon are hit and take normal tail damage, with a Constitution-based Reflex save for half; also, they are each subject to either a bull rush or a trip attack.

 (Ex): At 11th level, the dragon gains 60' blindsense.



 (Ex): A dragon of at least 13th level can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or flies overhead. Creatures within a radius of 15 feet per class level are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Charisma-based Will save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures become shaken for 4d6 rounds (frightened if they have 6 fewer HD, or panicked if they have 11 fewer HD). This ability doesn't stack with itself (even if used by more than one creature). Dragons ignore the frightful presence of other dragons.

 (Ex): At 16th level, the dragon gains 60' blindsight.

 (Ex): A dragon of at least 17th level can land on opponents as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the dragon’s body, as long as they are all three or more size categories smaller than the dragon. Creatures in the affected area must succeed on a Constitution-based Reflex save or be pinned, automatically taking damage equal to a tail attack, without another save. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. For all effects of the crush attack other than area covered, treat the dragon as one size category larger than normal.

Playing a Dragon
Religion: Draconic gods. Any alignment-appropriate gods.

Other Classes: It depends on the individuals involved, really. Paladins may get along famously with metallic dragons, and they may form a partnership which extends to the Paladin riding the dragon. Of course, Evil warriors could have much the same relationship with chromatics. Also, dragons tend not to like thieves--what with those hoards and all.

Combat: You pack a wallop, and you can do it from reach. You also pick up a bit of spellcasting and some other abilities to expand the repetoire of what you can do.

Advancement: There isn't much in the way of that. I mean, you COULD, but it seems like cheating somehow.

Dragons in the World
Dragons are found in caves, mountains, swamps, forests, deserts...pretty much everywhere. They're big, and they keep a large chunk of civilization's money out of circulation.

Daily Life: Ancorgon the Red rolled over on his hoard. He absently scratched his belly, knocking loose some coins and gems. Then he went back to sleep, and stayed asleep for a week.

Notables: Smaug, Fafnir, Icingdeath...Pick a dragon from Dragonlance, any dragon.

Organizations: Not much of one.

NPC Reactions: It's a dragon. A middling reaction is not an option here.