User:IGTN/Feral Libram/Chapter 5

From Dungeons and Dragons Wiki
Jump to: navigation, search

Big Things: Giants and Dragons[edit]

Giants[edit]

Jotunkin (tweak the already-posted Giantkin), and also throw in stuff for other giants: Orogs and Ettins (make Orogs the general brutish type and Two Heads a feat) and Trolls. Include Paragon Classes for each one, and maybe prestige classes for specific giant types. Giants probably don't need a Giant class; they can take levels in Barbarian or whatever instead.

Jotun Paragon (makes Jotuns more like classic giants)

Elemental Giants (prestige classes for Fire and Frost giants, possibly include Stone Elders and Storm Giants and Cloud Giants and so on. Maybe gets basic access to one sphere)

Maybe an Orog Paragon that makes it more ogrish.

Regenetroll (prestige class, gets troll regeneration. Maybe instead make it a barbarian racial substitution level)

Hulking Hurler prestige class (it needed rewritten, and there's no better place for it than here)

Maybe yoink Koumei's Meteor Ninja, Big Nob, and Ogre Mage classes.

Dragons[edit]

General rant about Dragons

Dragon Race

Dragons are mighty monsters whose physical and magical power is matched only by their ego and greed. They are often found scheming atop treasure hoards, kidnapping monarchs' children, or being ridden by powerful adventurers

A wyrmling dragon is usually about 6' long and has a 10' wingspan. Their scales are usually all roughly the same color, but dragons come in all the colors of the rainbow. In many dragons, their scales dull in color and luster as they age, but some become brighter, more lustrous, or both instead.

Dragons can be found across the alignment spectrum, but most tend toward evil or uncaringness. It's easier to build a hoard that way.

Language[edit]

Dragons are the only natural speakers of Draconic, and, being magical creatures, speak the language fluently and instinctively from hatching. It's almost a miracle that anyone else can speak it at all without a similar level of magical assistance. What's even weirder is that dragons hatch literate, too.

Names[edit]

Dragons are usually named by their parents as hatchlings, or name themselves if hatched from an abandoned or hidden egg. Their names tend to be long, with lots of wide vowels and repetitious sounds.

Racial Traits

  • +2 Strength and +2 Charisma. Dragons are strong of body and spirit.
  • Dragon Type: When your race name is a monster type, there aren't really any other options. This makes Dragons immune to sleep and paralysis.
  • Some Subtype (see below): Many dragons have a strong connection to the elements and have an elemental subtype. Others don't, and instead have some other connection. Dragons also usually are immune to some energy type even if their subtype doesn't give that to them.
  • Medium: As a Medium creature, a Dragon has no special bonuses or penalties due to its size.
  • Dragon base land speed is 40 feet. Many hatchling dragons also have vestigial wings, but can't use them to fly, glide, or make attacks. 'Tis a sad life.
  • Darkvision: A Dragon can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a Dragon can function just fine with no light at all.
  • Low-Light Vision: A Dragon can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Immunity to Frightful Presense: Dragons are immune to the Frightful Presence ability in all its forms.
  • Clumsy Thumbs: Dragons thumbs are only opposable at the limit of their range of motion. They suffer a -3 penalty to all Dexterity-related checks that a human would oppose their thumb for, and cannot hold a grip against significant force, preventing it from using most melee weapons and shields, although they can still grip objects (such as to operate a doorknob or use a wand).
  • Natural Weapons: Dragons have a Bite primary natural weapon that deals 1d8 damage, has reach, and can attack adjacent enemies, and two claws as secondary natural weapons, for 1d6 damage apiece.
  • Scales: Dragons are armored in thick scales. They gain an Armor (not Natural Armor) bonus to AC from this equal to 4 + their Constitution modifier. This doesn't stack with any armor they might wear, and, for the majority of dragons that eventually have usable wings, armor confines their wings anyway.
  • Breath Weapon (Su): Dragons have a breath weapon. It deals 1d6 damage per character level of some energy type (see below) in either a 30' cone or a 60' line, selected on character creation. After using it, the dragon must wait five rounds before using it again. A reflex save (DC 10 + 1/2 Dragon's hit dice + Dragon's Constitution modifier) is allowed for half damage.
  • Automatic Languages: Draconic.
  • Bonus Languages: Any.
  • Favored Class: Draconic Sage, Drake, True Dragon.
  • Level Adjustment: +0
  • Effective Character Level: 1
Subtypes[edit]

Dragons often have elemental subtypes. The most common are probably (Fire), (Cold), and (Air), but they can also have the (Earth) or (Water) subtypes, too.

At character creation, the dragon picks its breath weapon's energy type from the big four (Fire, Cold, Electricity, Acid). If they pick one of the first two, they get the associated elemental subtype. Dragons with electric or acid breath are more randomly distributed through the (Air), (Earth), and (Water) subtypes, though. The dragon also gets to pick between a cone or a line breath weapon. Traditionally, (Earth) and (Water) dragons have line breath weapons, and (Air) dragons can have anything, but that isn't necessarily universally so of all dragons. Dragons with Electricity or Acid breath are immune to that energy type (Fire and Cold grant immunity from their subtype).

Instead of having one of these, some dragons take the Exotic Dragon feat to be something else.

Dragon Classes[edit]

Dragons have a number of advancement paths open to them that are not open to more humanoid adventurers. These are given as the following character classes:

True Dragon

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.

Table: The True Dragon

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Immortality, Keen Vision
2nd +2 +3 +3 +3 Blindsense 30'
3rd +3 +3 +3 +3 Dragon's Flight
4th +4 +4 +4 +4 Sphere
5th +5 +4 +4 +4 Size Increase
6th +6 +5 +5 +5
7th +7 +5 +5 +5 Damage Reduction, Frightful Presence
8th +8 +6 +6 +6 Spell Resistance
9th +9 +6 +6 +6 Mighty Breath (Cooldown)
10th +10 +7 +7 +7 Size Increase
11th +11 +7 +7 +7 Blindsense 60'
12th +12 +8 +8 +8 Sphere
13th +13 +8 +8 +8
14th +14 +9 +9 +9 Size Increase
15th +15 +9 +9 +9
16th +16 +10 +10 +10 Mighty Breath (Range)
17th +17 +10 +10 +10 Draconic Power
18th +18 +11 +11 +11 Size Increase
19th +19 +11 +11 +11 Epic Damage Reduction
20th +20 +12 +12 +12 Sphere

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)

Class Skills, Tome of Prowess Variant (8 per level)
Affability (Cha), Appraisal (Int), Arcana (Int), Athletics (Con), Bluff (Int) Ciphers (Int), Concentration (Wis), Cultures (Cha), Endurance (Con), Escape Artistry (Dex), Geomancy (Wis), Healing (Cha), Intimidation (Cha), Jump (Str), Perception (Wis), Psychology (Int), Stealth (Dex), Survival (Wis), Transformation (Cha)

Class Features

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.

Draconic Sage

You seek the Ruby of Dwarven Might. It is hidden in the Tangled Forest, beyond the Swamp of Terror, on the far side of the Orcrift Mountains.
—Ardaxar, Dragon Sage, IWC #2538

The might of a dragon goes far beyond its physical strength. Dragons also claim to be the most powerful magical creatures to live on the material, or sometimes any other, plane, and Draconic Sages are mighty contenders for the claim. Draconic Sages turn their greed as much to knowledge as to physical treasure, gathering vast treasure troves of knowledge to guide the use of their immense magical abilities.

Making a Draconic Sage

Abilities: As a Draconic Sage, you are primary a sphere-based spellcaster. Your spheres are powered by your Intelligence score, and so you probably want that to be your best stat. Constitution is also always handy as a dragon.

Races: Draconic Sages invariably have the Dragon type or at least the or the (Augmented Dragon) subtype. Most are Dragons.

Alignment: Any

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Dragon Draconic Sages usually start adventuring 2d6 years after hatching.

Table: The Draconic Sage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Sphere
2nd +1 +0 +0 +3 Enhanced Sphere Access
3rd +2 +1 +1 +3 Sphere
4th +3 +1 +1 +4 Bonus Feat
5th +3 +1 +1 +4 Sphere
6th +4 +2 +2 +5 Draconic Knowledge
7th +5 +2 +2 +5 Sphere
8th +6 +2 +2 +6 Bonus Feat
9th +6 +3 +3 +6 Sphere
10th +7 +3 +3 +7 Magical Training

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis) Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Class Skills, Tome of Prowess Variant (6 per level)
Affability (Cha), Appraisal (Int), Arcana (Int), Bluff (Int), Ciphers (Int), Concentration (Wis), Cultures (Cha), Geomancy (Wis), Healing (Cha), Intimidation (Cha), Perception (Wis), Psychology (Int), Stealth (Dex), Survival (Wis), Thaumaturgy (Cha), Transformation (Cha)

Class Features

All of the following are class features of the Draconic Sage.

Weapon and Armor Proficiency: Draconic Sages are not inherently proficient with any weapons or armor. They don't need to be 'cause they're dragons and also magical.

Spheres: The Draconic Sage gains basic access to a Sphere at every odd numbered level. Draconic Sages can access [Wild], [Elemental] [Dragon], and [Astral] spheres they qualify for. If the Draconic Sage selects a sphere that they already have basic access to, they upgrade their access to advanced access. If they already had advanced access, they gain expert access. A Draconic Sage's sphere save DCs are based on Intelligence, regardless of type.

Enhanced Sphere Access: At 2nd level, the Draconic Sage gains extra uses of the spell-like abilities that they gains from their Spheres. The Draconic Sage gains a number of extra uses of any spell-like ability equal to half the number by which their character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Draconic Sage has a character level of 4, they would gain 1 extra use of a spell-like ability that is granted by one of their spheres at character level 3 and 2 extra uses of any spell-like from one of their spheres with a minimum level of 1. The Draconic Sage gains a bonus feat for each sphere to which they have, or later gain, Expert access.

Bonus Feat: At 4th level, the Draconic Sage gains a bonus feat. This feat may be any [Dragon] or [Item Creation] feat that the Draconic Sage meets the prerequisites for. They gain another such feat at level 8.

Draconic Knowledge: At 6th level, the Draconic Sage gains Draconic Knowledge. It gains a bonus equal to 1/2 its level to all Knowledge checks, which does not stack with ranks, and it can make Knowledge checks untrained.

Magical Training: At 10th level, the Draconic Sage is able to cast magic in a more traditional fashion. They have the spells known and spells per day of a 6th level sorcerer. The Draconic Sage has a caster level of 10, and can take classes that improve spellcasting in order to gain additional spellcasting ability.

Drake

Dragons have a reputation for subtlety in their dealings that is usually well-deserved. Not so in the case of Drakes. Drakes prefer to take the physical direct approach to combat, and a combative approach to life's problems.

Making a Drake

Abilities: Drakes generally value their Strength and Constitution scores most highly. More than other dragons, Drakes also value their Dexterity scores, as nimbleness often serves them well in physical confrontations. Other ability scores like Intelligence and Charisma are often allowed to fall by the wayside.

Races: The Drake class is only available to scaled races with draconic associations. Most are Dragons, but not all are. Some are instead Kobolds or Lizardfolk.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple (As rogue) or 2d6 years for Dragons.

Table: The Drake

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Dragon Catch-Up, Attribute Boost, Combat Talent +1
2nd +1 +3 +0 +3 Bonus Feat
3rd +2 +3 +1 +3 Attribute Boost
4th +3 +4 +1 +4 Bonus Feat
5th +3 +4 +1 +4 Attribute Boost, Combat Talent +2
6th +4 +5 +2 +5 Bonus Feat
7th +5 +5 +2 +5 Attribute Boost
8th +6 +6 +2 +6 Bonus Feat
9th +6 +6 +3 +6 Attribute Boost, Combat Talent +3
10th +7 +7 +3 +7 Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

Class Skills, Tome of Prowess Variant (4 per level)
Appraisal (Int), Athletics (Con), Endurance (Con), Escape Artistry (Dex), Intimidation (Cha), Jump (Str), Perception (Wis), Psychology (Int), Stealth (Dex), Survival (Wis), Transformation (Cha)

Class Features

All of the following are class features of the Drake.

Weapon and Armor Proficiency: Drakes are proficient with their natural weapons only and with no armor.

Dragon Catch-Up: Drakes that aren't dragons have to catch up to them, and do. They gain the same Claw attacks and inherent armor as Dragons do.

Attribute Boost: At 1st level and every odd numbered level afterward, the Drake's physical attributes improve, as if it had gained several character levels. Every time the Drake gains an attribute boost, its Strength and Constitution irrevocably increase by 1.

Combat Talent (Ex):A Drake may add the listed number to it's base attack bonus for purposes of unlocking abilities of [ Combat ] Feats. If playing with fractional BAB, instead count the Drake class as providing full BAB for purposes of unlocking [ Combat ] Feat abilities.

Bonus Feat: At every even numbered level, the Drake gains a bonus feat. This feat may be any [Dragon], or [General] feat, and the Drake must meet the prerequisites. These feats can be [Dragon] feats even if it wouldn't otherwise be allowed to take [Dragon] feats (such as because it's a lizardfolk and not a dragon)

ToDos[edit]

Metallic Paragon and Chromatic Paragon (Prestige classes)

Dracolich template

Some other Prestige Classes

Cult leading dragon (to put Draconic Auras on)
Dracolich Paragon

Example Dragons[edit]

Megabeasts[edit]

Megabeasts are single organisms that are treated game mechanically as several creatures fused together. For example, a Great Dragon's head, wings, body, and tail each count as a separate creature. They use these rules and are entirely unsuitable for use as player characters.

Great Dragons (template to make them with dragon classes)

Zaratan (Head, 2 Forelimbs, 2 Hindlimbs, Tail)

Maybe a fiend of some kind

Ettins (left side and right side)

Other stuff (Treant?)

Colossoecology[edit]

General rant about how big things fit into ecosystems

Lairing[edit]

General rant about the lairs of big things

Maybe have some stuff to put in their lairs, too.


Back to Main Page3.5e HomebrewSourcebooksFeral Libram