Dragon Marshal (3.5e Class)

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Date Created: 8th Mai 2018
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Through the power of dragonblood, the Dragon Marshal radiate powerful aura and inspire men and women to their best. They also gain multiple draconic ability, such as breathing fire. An hybrid class between the Dragon ShamanPHB2 and MarshalMH.

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Dragon Marshal[edit]

It is said that the power of dragonkind can move mountains, which is not a hard thing to believe. While the Sorcerer channel their power into spells, a few other have learned methods and skill which allow them to channel dragonblood in incredible new ways. The Dragon Marshal are capable of channeling their might into burst of powerful emotions, auras and even reinvigorating surges of power. In a way the Dragon Marshal possess abilities no dragon have, after all no dragons possess auras or the ability to channel their power into healing, however their power come from the same source, it is simply channeled through a different lens.

A Dragon Marshal is a capable fighter by themselves, while not as a good as a Fighter they are capable of holding their own. They are capable of inspiring others to do their best and eventually gain ability related to dragonkind, such as a powerful breath weapon, natural armor and even spellcasting.

Designer Note: The Dragon Marshal is designed to be an hybrid class between the Dragon ShamanPHB2 and MarshalMH. Since both are awful it also received a few upgrades to increase it usability.

Making a Dragon Marshal[edit]

A Dragon Marshal's possess excellent hit dice and with a decent Dexterity possess a high AC, making them good tanks. They possess the ability to heal and blast others at higher levels, allowing them to fulfill multiple role. Although they are not specialized they can be used as supplementary characters for these roles, who can take the brunt of the work if need be. Ultimately they greatest strength is their passive aura, which allow them to benefit the entire party.

Abilities: A Dragon Marshal's class ability rely on both her Charisma and her Constitution. If she possess a high Strength or Dexterity her fighting capability also increase.

Races: Any races may become Dragon Marshals, however humans and races with a high Constitution and Charisma are often ideals.

Alignment: Any.

Starting Gold: As Fighter.

Starting Age: Simple.

Table: The Dragon Marshal

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Draconic Aura
Known
Fort Ref Will
1st +0 +2 +0 +2 Brave Cheers, Dragontouched, Draconic Aura +1, Minor Arcana 2
2nd +1 +3 +0 +3 AC Bonus, Breath Weapon 1d10 (30 ft-line, 15 ft-cone) 2
3rd +2 +3 +1 +3 Channel Vitality, Dragonblooded Resolve 3
4th +3 +4 +1 +4 Breath Weapon 2d10, Draconic Aura +2, Natural Armor 3
5th +3 +4 +1 +4 Bonus Feat, Dragon Magic (1st) 3
6th +4 +5 +2 +5 Breath Weapon 3d10 (60 ft-line, 30 ft-cone) 4
7th +5 +5 +2 +5 Draconic Aura +3, Wings 4
8th +6/+1 +6 +2 +6 Breath Weapon 4d10 4
9th +6/+1 +6 +3 +6 Bonus Feat, Dragon Magic (2nd) 5
10th +7/+2 +7 +3 +7 Breath Weapon 5d10, Draconic Aura +4 5
11th +8/+3 +7 +3 +7 Brave Rally, Dual Aura 5
12th +9/+4 +8 +4 +8 Breath Weapon 6d10 (90 ft-line, 45 ft-cone) 6
13th +9/+4 +8 +4 +8 Bonus Feat, Draconic Aura +5, Dragon Magic (3rd) 6
14th +10/+5 +9 +4 +9 Breath Weapon 7d10, True Flight 6
15th +11/+6/+1 +9 +5 +9 Timeless Body 7
16th +12/+7/+2 +10 +5 +10 Breath Weapon 8d10, Draconic Aura +6 7
17th +12/+7/+2 +10 +5 +10 Bonus Feat, Dragon Magic (4th) 7
18th +13/+8/+3 +11 +6 +11 Breath Weapon 9d10 (120 ft-line, 60 ft-cone) 8
19th +14/+9/+4 +11 +6 +11 Draconic Aura +7 8
20th +15/+10/+5 +12 +6 +12 Breath Weapon 10d10, Commander of Legend 8

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Geography) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Dragon Marshal.

Weapon and Armor Proficiency: A Dragon Marshal is proficient with all simple and martial weapons, light armor and light shields.

Brave Cheers (Ex): A Dragon Marshal is capable of barking commands, making impassioned speeches and provide encouragement like no others. As a move action she may grant an ally the ability to reroll a single d20 checks made until the end of their next turn. The ally decide which roll is affected by this ability. The Dragon Marshal may use this ability a number of time per day equal to her class level + her Charisma modifier.

Dragontouched: The blood of dragons is within you. Gain the dragonblood subtype, and you learn the language Draconic. If you already knew Draconic you may select a different language.

Draconic Aura (Ex) or (Su): A Dragon Marshal can channel the power of their dragonblood into powerful aura as a swift action. Once a Dragon Marshal project an Aura it remain in place until she take a swift action to project another, take a free action to dismiss it or fall unconscious. The Dragon Marshal's Aura affect all allies within 60 feet, even if they are incapable of perceiving her. However a few Aura require her allies to see or hear her, or might affect her enemies. If an Aura affect the Dragon Marshal's allies it also affect her unless otherwise specified. The DCs of the Dragon Marshal's Draconic Aura is DC 10 + 1/2 Class Level + the Dragon Marshal's Charisma modifier.

At 1st level the Draconic Aura bonus is +1, which increase by 1 at 4th level and each 3 levels thereafter. She start knowing two different draconic aura and learn another at 3rd level and each 3 levels thereafter. A Dragon Marshal can project any aura she know, she does not need to prepare them over time. She may switch a single Aura she know for another whenever she level in Dragon Marshal. She select her Draconic Aura from the following list:

Action (Ex): The Dragon Marshal invigorate all her allies with her energies, allowing her to act with swiftness. All allies within the Dragon Marshal's Aura gain the ability to take an extra move action once per hour. When her Aura Bonus reach +4 they may take an extra standard action instead. She may only select this Aura if she possess at least 6 class level. No matter how many Action Draconic Auras a creature is affected by, they cannot take more than one extra action per hour.

Awe and Fright (Ex): Instead of affecting her allies, this aura affect her foes. When the Dragon Marshal attack or take other aggressive action, all enemies within her aura must make a Will save or become At Bay from her for a number of round equal to her Aura Bonus.

Determination (Ex): The Dragon Marshal and her allies partake in a powerful epiphany which grant incredible determination. All allies within the Dragon Marshal's Aura gain her Aura bonus as a bonus on Will save against [mind-affecting] effects. If they roll a Natural 1 on either a Fortitude save or a Will save they may reroll it, accepting the second result even if it also a natural 1.

Importance (Su): The Dragon Marshal make her and her allies seem important and dangerous, granting a bonus to Charisma-based skill checks equal to her Aura Bonus. All creature whose hit dice is below her Aura Bonus are also At Bay from all affected creatures as well as being Shaken until they leave the aura.

Force (Su): The Dragon Marshal project a field of force around her, granting all allies within her aura the ability to strike Incorporeal creature as if they weapon dealt force damage. As a standard action, the Dragon Marshal let out a splendid display of force, she make a Bull Rush using her Charisma instead of her Strength against all adjacent creatures, she does not travel alongside them no matter the distance they are pushed. She deal her Aura Bonus in force damage to all creature and they must make a Fortitude save or be knocked prone.

Project Barrier (Su): The Dragon Marshal muster her energy and project it as a protective shield. She project a shimmering barrier over all allies within her aura, reducing any physical and energy damage they take by her aura bonus. The barrier only protect against attacks from the outside, thus it does not reduce any self-inflicted damage.

Reverence (Su): All enemies within the Dragon Marshal's Aura take a -2 penalty to attack and AC against her. If they strike the Dragon Marshal they no longer take this penalty and become immune to this Aura for 24 hours. Enemies whose hit dice are below the Dragon Marshal's Aura bonus must also make a Will save or kneel for 1 round before the Dragon Marshal.

Strength (Ex): The power dragonblood grant incredible might, which may be shared. All allies within the Dragon Marshal's Aura gain a +2 morale bonus to Strength. This bonus increase by 2 when your reach an Aura Bonus of +4, and again at +6. She may only select this Aura if she possess at least 6 class level.

Toughness (Ex): All allies within the Dragon Marshal's Aura gain 2 temporary hit points per HD they have. They recover twice your Aura Bonus in temporary hit point at the start of each of their turn and vanish 1 round after they leave your aura.

Vigorous Healing (Su): All allies whose hit points are below half their maximum hit point within the Dragon Marshal's Aura gain Fast Healing equal to the aura bonus. When the Dragon Marshal's Aura Bonus reach +4 she affect all allies, no matter their current hit points.

Violence (Su): All allies within the Aura gain a bonus on damage roll equal to the Dragon Marshal's Aura Bonus. If they kill a creature while under the effect of the Aura they recover 1 hit point per hit dice of the slain creature.

Minor Arcana (Sp): Choose three cantrips from the Sorcerer/Wizard list, you may use these cantrips as spell-like abilities at-will.

AC Bonus (Ex): A 2nd level Dragon Marshal gain her Charisma modifier as a dodge bonus to her AC as long as she wear light or no armor.

Breath Weapon (Su): A 2nd level Dragon Marshal can use a powerful Breath Weapon that deal 1d10 fire damage in a 30-ft cone or 15-ft line with a Reflex save allowed for half (DC 10 + 1/2 Class Level + the Dragon Marshal's Constitution or Charisma modifier). At 3rd level and each odd-numbered level thereafter the Dragon Marshal deal an additional d10 with her breath weapon. After using her breath weapon, a Dragon Marshal must wait 1d4 rounds before using it again.

Additionally the Dragon Marshal may use her breath weapon as a 1 round action, if she does she double the number of dice her breath weapon deal.

At 6th level she double the size of both her cone and line, she triple it at 12th and finally quadruple it at 18th.

If the Dragon Marshal possess the Draconic HeritageDM her breath weapon deals the elemental damage of her dragon type.

Channel Vitality (Su): A 3rd level Dragon Marshal is capable of channeling her draconic energy in a purely revitalizing manner. She gain a number of Vitality Charges equal to her 1/2 her class level + her Constitution modifier. She may spend a single charge to deal 2d6 hit point plus an additional 1d6 hit point at 5th level and each odd-numbered level thereafter within close range as a standard action. If she use this ability on herself it is a swift action instead.

Dragonblooded Courage (Ex): A 3rd level Dragon Marshal become immune to [fear], paralysis and sleep effect.

Natural Armor (Ex): At 4th level, the Draconic Marshal gain a Natural Armor equal to half her class level rounded down. If she wear any armor the bonus is halved.

Bonus Feat: At 5th level and each 4 levels thereafter, a Dragon Marshal gain a [Draconic], [Fighter] or [Metabreath] feat as a bonus feat. She must meet the prerequisites of her bonus feats as normal. She count as having a number of fighter level equal to her class level -4 for the purpose of meeting the prerequisites for feats.

Dragon Magic (Sp): A 5th level Dragon Marshal is capable of invoking surges of magic, which behave as spell-like abilities by spending her vitality charges. She start being capable of spells on the Sorcerer/Wizard list, spending one charge per spell level of the replicated spell. Unlike a normal spell-like ability she must pay any material component over 50 gp. If the spell required 1 round or less to cast she cast it as a swift action. The DCs of the Dragon Marshal's Dragon Magic is Charisma-based.

She start only being capable of replicating 1st level spell at 5th, then gaining access to 2nd level spell at 9th, 3rd level spell at 13th and 4th level spell at 17th.

Wings (Ex): A 7th level Dragon Marshal grow a pair of wings which allow her to fly for twice her Constitution bonus before needing to land and rest for the same period. Her fly speed is equal to her land speed with poor maneuverability. She gain the Hidden Wings feat as a bonus feat.

At 14th level she gain a fly speed equal to twice her base land speed with poor maneuverability, she no longer need to rest between usages of her wings.

Brave Rally (Ex): At 11th level the Dragon Marshal may as a full-round action grant the benefits of her Brave Cheers to all allies who can hear her. She may do so once per encounter and it use a single use of her Brave Cheers for the day.

Dual Aura (Ex): A 11th level Dragon marshal may now maintain two auras at the same time. She does not need to trigger them separately and may choose both of her aura when she take a swift action to activate them.

Timeless Body (Ex): A 15th level Dragon Marshal's dragonblood grant her the ability to only grow stronger as she age. She gain Timeless Body as a Druid.

Commander of Legend: A 20th level Dragon Marshall channel her inner strength in incredible ways. She may use Brave Rally at-will and her Auras now extend to one mile, allowing her to inspire armies.

ACF[edit]

Landed Drake: You do not get the Wing class feature at 7th or 14th, instead she gain DR 1/- at 7th which increase by 1 at each odd level thereafter.

Mystic Claws: You do not get the Minor Arcana nor the Dragon Magic class features. Instead you gain the Unarmed Strike class ability of a Monk as a monk of your class level and the Masterwork Body feat as a bonus feat. As a swift action you may create claws of energy, allowing your unarmed strike to deal slashing damage which count as magic and adamantine for the purpose of bypassing damage reduction. These claws may be enhanced like magical weapons and last until dismissed as a free action.

At 5th level you gain the Monk's Unarmored Speed bonus as a monk of your class level.



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Leziad's Homebrew (4431 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spot +, Survival +, Swim + and Tumble +
Skill Points6 +
SummaryThrough the power of dragonblood, the Drag
Through the power of dragonblood, the Dragon Marshal radiate powerful aura and inspire men and women to their best. They also gain multiple draconic ability, such as breathing fire. An hybrid class between the Dragon ShamanPHB2 and MarshalMH.
nPHB2 and MarshalMH. +
TitleDragon Marshal +
Will Save ProgressionGood +