Disciple of the Royal Blood (3.5e Prestige Class)

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Disciple[edit]

throdenilti rigluin eorikci di tonn tawura vur thrickornari kemir di wer suiaerl ekess xkhat vi bautwael. si jahus kitril ekess tir coi!
—Paarthurnax, Dragonwrought Kobold Sorcerer 1/Disciple of the Royal Blood 7, Most require years of hard work and brutal training of the arcane to become a Disciple. I was born to do it!

Millions of mortals have non-humanoid heritage. Thousands of mortals have draconic heritage. Hundreds of mortals have the skill to control their draconic blood to cast spells in the way of sorcerery . Tens of mortals can not only control their draconic blood to give them a different gift. These rare individuals can use the dragon blood within them to slowly warp their own soul and body into that of a dragon.

But this skill is not only rare but astoundingly difficult, and only those who have trained properly can truly use it. A disciple without training might be able to warp their hands into claws and use breath weapons like a dragon, but without proper training they will never reach their true potential. Only then will they be able to truly be called a Disciple of the Noble Blood.

Becoming a Disciple of the Noble Blood[edit]

Many see the value in becoming a Disciple of the Noble Blood , warriors might seek the rare power of a dragon, mages might seek the natural talent for the arcane, some may seek for immortality. Nearly all Disciples of the Noble Blood are sorcerers with less than one percent being bards. Disciples which have multiclassed are also found in the ranks of the Disciples, with many also being Wizards or Fighters. The most important ability for a Disciple of the Noble Blood is Charisma. The Charisma is what allows a Disciple to manifest their power and use their spell-like abilities. Dexterity and constitution is useful as you likely won't be wearing medium or heavy armour. Wisdom and Intelligence are also seen as good traits for a Disciple as without them it can take longer to train or the MABLIK KITRILMAY (Mortal Born) might simply decide to not train you at all.

Entry Requirements (see also Classes (Keran Supplement)#Prestige Selection)
Base Attack Bonus: +3
Subtype: Dragonblood.
Skills: 6 ranks in concentration, 8 ranks in Knowledge (Arcana), and 4 ranks in Use Magic Device.
Feats: Draconic Heritage, Draconic Skin, and Magical Aptitude .
Spellcasting: Must be able to spontaneously cast arcane spells of 3rd level.
Table: The Disciple of the Noble Blood

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Dragonblood Bond, Breath Weapon 1d8, Dragon Magic
2nd +1 +3 +0 +3 Draconic Ivory, Draconic Power +1 level of existing arcane spellcasting class
3rd +2 +3 +1 +3 Breath Weapon 2d8, Dragon Magic
4th +3 +4 +1 +4 Dragon Skin +1 +1 level of existing arcane spellcasting class
5th +3 +4 +1 +4 Low-Light Vision, Draconic Muscle
6th +4 +5 +2 +5 Breath Weapon 3d8, Dragon Magic +1 level of existing arcane spellcasting class
7th +5 +5 +2 +5 Darkvision 60ft
8th +6/+1 +6 +2 +6 Dragon Skin +2 +1 level of existing arcane spellcasting class
9th +6/+1 +6 +3 +6 Breath Weapon 4d8, Gifts of Leather and Flesh, Dragon Magic
10th +7/+2 +7 +3 +7 Draconic Understanding 30ft, Dragon Apotheosis, Draconic Muscle +1 level of existing arcane spellcasting class
11th +8/+3 +7 +3 +7 Frightful Presence
12th +9/+4 +8 +4 +8 Breath Weapon 5d8, Dragon Skin +3, Dragon Magic +1 level of existing arcane spellcasting class
13th +9/+4 +8 +4 +8 Arcane Scales
14th +10/+5 +9 +4 +9 Draconic Potential +1 level of existing arcane spellcasting class
15th +11/+6/+1 +9 +5 +9 Breath Weapon 6d8, Draconic Muscle, Dragon Magic
16th +12/+7/+2 +10 +5 +10 Dragon Skin +4, Draconic Understanding 60ft +1 level of existing arcane spellcasting class
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Breath Weapon 7d8, Dragon Magic +1 level of existing arcane spellcasting class
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 True Dragon Apotheosis, Dragon Skin +5 +1 level of existing arcane spellcasting class

Class Skills (4 + Int modifier per level)
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Wis), Spellcraft, Swim (Str) and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Disciple of the Noble Blood.

Weapon and Armor Proficiency: The Disciple of Noble Blood gains proficiency with all natural attacks he gains through his class features.

Dragonblood Bond: At 1st level, choose a True Dragon other than Plains Dragon which you descend from. This heritage determines several Disciple of the Noble Blood features.

Dragon Magic: At level one , three, and every three levels afterward, select one spell from a spellcasting class that your Dragon heritage can cast from naturally that is equal to or lower than your Disciple of the Nobel Blood Level divided by 3 (Round Up)(Minimum Level Zero spells).

You now have that spell as a spell-like ability that is usable once per day, except for Cantrips and Orisons. Any Cantrips or Orisons selected can be used an unlimited amount of times per day.

Also at level five any level 1 spells or lower selected can be used an unlimited amount of times per day. Also at level ten any level 2 spells or lower selected can be used an unlimited amount of times per day. Also at level fifteen any level 3 spells or lower selected can be used an unlimited amount of times per day. Also at level twenty any level 4 spells or lower selected can be used an unlimited amount of times per day.

Breath Weapon (Su): The Disciple of the Noble Blood gains the breath weapons from the dragon you are descended from, which may be used once every 1d4 rounds. If the breath weapon deals damage it deals 1d8 damage. The ranges for these breath weapons are a 30 foot if a cone and a 60 foot if a line (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).

At 3rd level and every three levels beyond, your breath weapon does 1d8 more damage.

Note that this effect is different if you have Amber Dragon Heritage or Dry Dragon Heritage.

For Amber Dragon Heritage the breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per three class levels but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per three class levels and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + Class level/3, Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per three class levels of the Disciple of the Noble Blood (hardness 5 + 1 per three class levels of the Disciple of the Noble Blood). Note that Suffocation rules are in effect to all immobilized in the sap.

For Dry Dragon Heritage the breath weapon is a spray a cone of desiccating sand which deals slashing and desiccating damage (see Sandstorm for desiccating damage). This breath weapon deals deals 1d6 slashing and 1d4 desiccating damage. The ranges for this breath weapon is a 30 foot cone (for Medium characters; scale for smaller or larger characters according to the ranges of a true dragon).

At 3rd level and every three levels beyond, your breath weapon does 1d6 more slashing damage and 1d4 more desiccating damage.

The breath invokes a Reflex save, DC 10 + 1/2 class level + Con modifier, half damage on a successful save. Metabreath effects may be applied as per any dragon's breath weapon.

Draconic Ivory (Ex): At 2nd level, a Disciple of the Noble Blood gains two claws and a bite as natural weapons if he does not already have them. Medium creatures have a claw attack of 1d6, and a bite attack of 1d8. Smaller and larger characters scale their damage accordingly. Your bite is your primary attack, while your claws are secondary.

Draconic Power (Ex): At 2nd level you begin to pick up the innante power of a dragon. You may add half your class level, rounded down, as a bonus to saves against sleep and paralysis, and gains one ability or resistance to energy, which is dependent on your Heritage Dragon.

  • Amber: Gains the ability use Wild Shape as a druid one per three class levels times a day, this can only be used to become small animals. This increases to Medium animals at level 8, and tiny and large animals at level 11.
  • Black: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Black Dragon.
  • Blue: Gains resistance to electricity equal to half your class level, rounded down, as well as the Create/Destroy Water ability of a Blue Dragon.
  • Brass: Gains resistance to fire equal to half your class level, rounded down, as well as the ability Speak with Animals as the spell, along with vulnerability to cold.
  • Copper: Gains resistance to acid equal to half your class level, rounded down, as well as the ability Spider Climb as the spell.
  • Dry: Gains resistance to desiccation damage equal to half your class level, rounded down, as well as the Hold Breath ability of a Dry Dragon.
  • Gold: Gains resistance to fire equal to half your class level, rounded down, as well as Waterbreathing as a Gold Dragon, along with vulnerability to cold.
  • Green: Gains resistance to acid equal to half your class level, rounded down, as well as Waterbreathing as a Green Dragon.
  • Plague: Gains resistance to acid equal to half your class level, rounded down, as well as gains immunity to disease as a Plague Dragon.
  • Red: Gains immunity to fire, along with vulnerability to cold, as well as your breath weapon damage increases by one die (From 1d8 to 1d10 or from 3d8 to 3d10)
  • Silver: Gains resistance to cold equal to half your class level, rounded down, as well as the Cloudwalking ability as a Silver Dragon, along with vulnerability to Fire.
  • Spellwaste: Gains the Spell Warding ability of a Spellwaste dragon. At level two it only affects level 0 and 1 spells and spell-like abilities. At level 8 it affects level 2 and 3 spells and spell-like abilities. At level 17 it affects level 4, 5, and 6 spells and spell-like abilities.
  • White: Gains resistance to cold equal to half your class level, rounded down, as well as the Icewalking ability as a White Dragon, along with vulnerability to Fire.

Dragon Skin (Ex): At 4th level and every 4 levels beyond, you gain a +1 increase to natural armor as your skin hardens into visible dragon scales.

Low-Light Vision (Ex): At 5th level a Disciples's eyes become cat-like and striking, gaining low-light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

If a Disciple of the Noble Blood already has Low-Light Vision, the distance he can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Draconic Muscle (Ex): At 5th level a Disciples surges with the strength of his parentage. He gains a +2 bonus to Str. At 10th and 15th level he gains another +2 Str.

Darkvision (Ex): At 7th level a Disciples's eyes glow with a soft inner light, and the color seeps over the whites of their eyes turning them into seas of hue. He can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded can function just fine with no light at all. As the dragonblooded ages his pupils fade away, making his eyes look like molten spheres of color.

Gifts of Leather & Flesh (Ex): At 9th level, a Disciple of the Noble Blood grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability. The dragonblooded can slam opponents with its wings, even when flying. Wing attacks deal 1d4 damage for medium creatures plus ½ the dragon’s Strength bonus (round down) and are treated as secondary attacks.

In addition, they grow a tail. This tail starts to warp their body into a more monstrous shape. A Disciple of the Noble Blood must wear armor made for inhuman characters, doubling the base masterworked item price. They may get their current armor re-fitted by paying the difference.

Draconic Understanding (Ex): At 10th level, the Disciple of the Noble Blood gains blindsense with a range of 30 feet. Using nonvisual senses the Disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the Disciple cannot see still has total concealment against him, and the Disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 16th level, the range of this ability increases to 60 feet.

Dragon Apotheosis: The transformation from humanoid to dragon continues. At 10th level, if it hasn't already occurred yet, the Disciples body becomes completely draconic, much like a Dragonborn. The dragonblooded's type changes to Dragon (If it isn't already), they gain damage reduction 5/magic, and they gain +2 Int and Cha as they surge with new mental prowess. In addition, they are now immune to the frightful presence of dragons.

Their mind begins to change and they show more draconic qualities (especially those qualities associated with their color). They may also consume, and may develop a taste for, inedible metals which may now be digested.

Also in order to level up further in this class you require training, this can come from two sources a dragon from which you have the heritage for that is Ancient or Older, or from the MABLIK KITRILMAY. The specifics of how this occurs and works is up to the DM. But note that it should be eaiser if the Disciple has high Wisdom and/or Intelligence.

Frightful Presence (Ex): At 11th level a Disciple of the Noble Blood can unsettle foes with its mere presence. The ability takes effect automatically whenever the Disciple attacks, charges, or flies overhead. Creatures within a radius of 10 feet × Disciple of the Noble Blood class level are subject to the effect if they have fewer HD than the Disciple. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Disciples’s HD + Disciples’s Cha modifier) remains immune to that Disciples’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons and Disciple of the Noble Blood.

Arcane Scales (Ex): At 13th level, a Disciple of the Noble Blood gains spell resistance equal to his character level + 10. In order to affect the dragonblooded with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the dragonblooded’s spell resistance.

Draconic Potential (Ex): The fortifications of your draconic abilities are further developed. At 14th level you gain complete immunity to sleep, paralysis, and your heritage specific abilities advance.

  • Amber: Gains the ability use Blink as the spell twice per day, as well as the Magnetise ability of an Amber Dragon usable once per day.
  • Black: Gains the ability to use Darkness as the spell three times per day, as well as immunity to acid.
  • Blue: Gains the ability to use Ventriloquism as the spell twice per day, as well as immunity to electricity.
  • Brass: Gains the ability to use Endure Elements as the spell three times per day, as well as immunity to fire.
  • Copper: Gains the ability to use Stoneshape as the spell once per day, as well as immunity to acid.
  • Dry: Gains the ability Swift Strike +2d6 and Tremorsense 40ft as a Dry Dragon, as well as immunity to desiccation.
  • Gold: Gains the ability to use Bless as the spell three times per day, as well as immunity to fire.
  • Green: Gains the ability to use Suggestion as the spell once per day, as well as immunity to acid.
  • Plague: Gains the following abilities of a Plague Dragon; Diseased Saliva, Withstand Magic, and Festering Wounds, as well as immunity to acid.
  • Red: Gains the ability to use Locate Object as the spell four times per day, as well as the ability to use Suggestion as the spell twice per day.
  • Silver: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to cold.
  • Spellwaste: Gains the ability to use Create Spell as a Spellwaste Dragon, as well as the Wild Power ability of a Spellwaste Dragon.
  • White: Gains the ability to use Fog Cloud as the spell three times per day, as well as immunity to Cold.

The immunities gained through this feature override the resistances gained from Draconic Power.

True Dragon Apotheosis: The physical form of the Disciple of the Noble Blood has changed irrevocably to that of a dragon. They often begin walking on all fours, living in liars, and being almost impossible to tell that they were every humanoid. They become True Dragons (and thus may qualify for true dragon only prestige classes and feats), and gain an elemental subtype according to their draconic blood. They gain an additional +4 Str, and their damage reduction rises to 10/magic. Finally their size increases to one larger, and they gain age categories as a dragon of their kind. They are always at "young adult" stage when they reach this moment. Aging does not grant them the abilities noted on their dragon's table, it merely serves as a record of their general appearance, size, and time left in the world, which has become very very long indeed.

Now that they are a size larger the length or spread of their breath weapon increases as a true dragon of the same size (minimum 30ft cone, 60ft line). They also are able to use their tail to attack, dealing 1d8 damage for large, 1d6 for medium. The Disciples can slap one opponent each round with its tail. A tail slap deals the indicated damage plus the Disciple's Strength bonus (round down) and is treated as a secondary attack.

Ex-Disciple of the Royal Blood[edit]

Campaign Information[edit]

Playing a Disciple of the Noble Blood[edit]

Combat:

Advancement:

Resources:

Disciples of the Noble Blood in the World[edit]


NPC Reactions:

Disciple of the Noble Blood Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Disciple of the Noble Blood to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Draconic Blood can manifest in several different ways, generally this is sorcerery but some can take it further.
16 There is an order of Kobolds called the MABLIK KITRILMAY who live in the Dragon Isles were they teach the Disciples.
21 Once they have trained sufficiently a Disciple can become even more draconic eventually becoming a dragon. In fact several of the MABLIK TITRILMAY are Dragons who were once mortal.
26 Known only to the eldest MABLIK TITRILMAY are what are known as Dragon Rituals grant the true power of dragons to a disciple. But only the most powerful are able to go through these rituals and most who attempt them die.

Disciples of the Noble Blood in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:



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