True Dragon (3.5e Class)
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True Dragons are, to hear them tell it, the undisputed masters of the Material Plane. At the very least, they are lords of all they survey, and with good reason. True Dragons are far more powerful than the other denizens material wilderness. These creatures look disdainfully down over the lesser beasts from atop their piles of gold.
True Dragons are capable in a wide variety of fields, but that doesn't mean they're actually more powerful than other creatures at any particular level. Indeed, level is a measure of power. The most powerful dragons are True Dragons and higher level than Drakes. The True Dragon advances everything all at once, and thus gains new abilities relatively slowly compared to other, more focused draconic progressions.
Making a True Dragon
Races: True Dragons must have the Dragon type, or the (Augmented Dragon) subtype. Most are Dragons, but not all are.
Alignment: Dragons can be found in all alignments, although they tend to gravitate toward extremes, and more interesting dragons are evil than good.
Starting Gold: 6d6×10 gp (210 gp).
Starting Age: Since dragons are born immensely powerful, starting True Dragons are usually around 2d6 years old.
All of the following are class features of the True Dragon.
Weapon and Armor Proficiency: True Dragons are proficiently only with their natural weapons, and with no armor. Wearing armor can interfere with their flying whether they're proficient with it or not.
Immortality (Ex): Whether old as the bones of the world or hatched during recorded history, True Dragons don't need to worry about aging to death, the True Dragon never takes any penalties for aging. In fact, sitting on a large hoard for aeons on end sometimes gives it levels for free.
Keen Vision (Ex): A True Dragon's vision is even sharper than their lesser kin. Their low-light vision improves to allow them to see four times as far in shadowy illumination as a human, and their darkvision improves to 120'.
Blindsense (Ex): At 2nd level, a True Dragon gains Blindsense out to 30'. At 11th level, this improves to 60'.
Dragon's Flight: At 3rd level, a True Dragon's wings enable it to take to the skies, giving it the Dragon's Flight feat as a bonus feat.
Sphere: At 4th level, and again at 12th, and 20th levels, a True Dragon gains basic access to a Sphere. This can be a Wild Sphere that it qualifies for based on the location of its lair, an Elemental Sphere that its subtype qualifies it for, a [Dragon] sphere, or an [Astral] sphere. If it selects a sphere it already has basic access to, it upgrades to advanced access, or advanced access to expert access. Regardless of the type of sphere, its save DCs are set by the True Dragon's Intelligence score.
Size Increase: At 5th, 10th, 14th, and 18th levels, a True Dragon increases in size. This behaves as gaining the appropriate Large Size, Huge Size, Gargantuan Size, Colossal Size, or Titanic Size [Dragon] feat as a bonus feat. If it already has all of these, it instead
Damage Reduction (Su): At 7th level, a True Dragon gains Damage Reduction, blocking up to its class level in damage and bypassed by magic weapons. At 19th level, this improves to only be bypassed by epic weapons.
Frightful Presence (Ex): A True Dragon of 7th level gains Frightful Presence, which takes effect automatically when the True Dragon charges, attacks, flies overhead, or roars. Opponents with a CR less than the True Dragon's level within 10' per class level of the True Dragon who witness the action must make a Will save (DC 10 + 1/2 the Dragon's hit dice + the Dragon's Cha modifier). On a failure they become shaken for 4d6 rounds. Creatures with a CR of 4 or less instead become frightened for the same duration. On a successful saving throw, the opponent is immune to the same Dragon's frightful presence for 24 hours.
Spell Resistance (Ex): A True Dragon of 8th level or higher gains Spell Resistance of 10 + its character level, or increases its existing spell resistance by +2, whichever would be better.
Mighty Breath (Su): A True Dragon of 9th level or higher's breath weapon's damage improves one die size, typically to 1d8 damage per hit die. Also, if it would normally have to wait longer between uses, it may use its breath weapon after 1d4+1 rounds elapse from the last time it used it. If they have no breath weapon, they gain one, as a Dragon.
At 15th level, it improves its breath weapon one die size again, typically to 1d10 per hit die. Also, it doubles the range on its breath weapon.
Draconic Power: The powers of ancient wyrms are awesome to behold. A True Dragon of 17th level or higher gains a +10 bonus to overcome spell resistance with its spell-like abilities.
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|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||Very High +|
|Base Attack Bonus Progression||Good +|
|Class Ability Progression||Partial +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Good +|
|Skill||Appraise +, Balance +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge (All skills, taken individually) +, Listen +, Move Silently +, Profession +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim + and Use Magic Device +|
|Skill Points||6 +|
|Summary||A class for making dragons that work like PCs. +|
|Title||True Dragon +|
|ToP Skill||Affability +, Appraisal +, Arcana +, Athletics +, Bluff +, Ciphers +, Concentration +, Cultures +, Endurance +, Escape Artistry +, Geomancy +, Healing +, Intimidation +, Jump +, Perception +, Psychology +, Stealth +, Survival + and Transformation +|