Dragonslayer, Variant (3.5e Class)

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Merenwen Varia, an Elven Wind Dragonslayer in her elemental form


Dragons, the ultimate masters of the elemental power that courses through the world. Only a select few individuals are ever chosen to learn their power, and they have become known as Dragonslayers. Powerful fighters who wield the primal forces of nature as an extension of their own bodies and can generate and manipulate their elements from any part of their bodies.

Making a Dragonslayer[edit]

A Dragonslayer is a master of magic as well as using his own body as a weapon. They are champions of unarmed combat, amplifying their own natural power with elemental magics. Their power is that of Dragon's, which is where they draw their namesake.

Abilities: The magic and fighting style wielded by a Dragonslayer is very complex, requiring high Dexterity and Intelligence to work the most effectively. Constitution, Wisdom, and Charisma are each equally important and will vary between Dragonslayers. Strength has no real bearing on a Dragonslayer's fighting style as their power is purely elemental in nature, it's really just a bonus to have.

Races: Any race capable of magic and on good standing with Dragons is capable of becoming a Dragonslayer. Dragonic races will do exceedingly well due to their close relations.

Alignment: The alignment of a Dragonslayer will tend to be based on that of the Dragons who raised them, but can be anything.

Starting Gold: 4d10x10 (220gp)

Starting Age: Moderate

Table: The Dragonslayer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +0 Elemental Mastery, Natural Finesse, Dragon Form 3 1+1
2nd +2 +3 +1 +0 Devour Element 4 2+1
3rd +3 +3 +1 +1 Dragon's Heritage, Dragon Form 4 2+1 1+1
4th +4 +4 +2 +1 Elemental Aura +1 5 3+1 2+1
5th +5 +4 +2 +1 Dragon Traits 5 3+1 2+1 1+1
6th +6/+1 +5 +3 +2 Dragon's Trust, Dragon Form 5 3+1 3+1 2+1
7th +7/+2 +5 +3 +2 Dragon's Rage, Fear Bringer 6 4+1 3+1 2+1 1+1
8th +8/+3 +6 +4 +2 Elemental Aura +2 6 4+1 3+1 3+1 2+1
9th +9/+4 +6 +4 +3 Dragon Form 6 4+1 4+1 3+1 2+1 1+1
10th +10/+5 +7 +5 +3 Dual Element, Dragon Traits 6 4+1 4+1 3+1 3+1 2+1
11th +11/+6/+1 +7 +5 +3 Unyielding Will 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +12/+7/+2 +8 +6 +4 Dragon Form, Elemental Aura +3 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +13/+8/+3 +8 +6 +4 Premature Dragon Force 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +14/+9/+4 +9 +7 +4 Dragon Advantage 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +15/+10/+5 +9 +7 +5 Dragon Form, Dragon Traits 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +16/+11/+6/+1 +10 +8 +5 Elemental Aura +4 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +17/+12/+7/+2 +10 +8 +5 Elemental Body 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +18/+13/+8/+3 +11 +9 +6 Dragon Form 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +19/+14/+9/+4 +11 +9 +6 Dragon God's Blessing 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +20/+15/+10/+5 +12 +10 +6 Dragon Force, elemental Aura +5, Dragon Traits 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Concentration, Craft, Intimidation, Escape Artist, Knowledge(Arcana), Listen, Spellcraft, Spot, and those of the Dragon type you chose.

Class Features[edit]

All of the following are class features of the Dragonslayer.

Weapon and Armor Proficiency: Dragonslayers are masters of unarmed combat, preferring martial fighting to weapons. As such they gain the Improved Unarmed Feat at 1st level. While not requiring additional weapons, each Dragonslayer has the choice of being proficient in one other weapon type of their choice. In the case of armor, a Dragonslayer can only use Light armor as anything heavier will disrupt their fight.

Dragonslayer Special Abilities[edit]

Spells: A Dragonslayer cast spells as a sorcerer would, without preparing them ahead of time, from the domains associated with their Elemental Mastery (see below). To cast a spell, a Dragonslayer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Dragonslayer's spell is 10 + the spell level + the dragonslayer's Intelligence modifier.

Elemental Mastery: What separates a Dragonslayer from other spellcasters is their total devotion to a single element to the near exclusion of the others. This has allowed them total control and synchronization with their chosen element, making their bodies living conduits for the primal forces of nature, all dragon slayers are immune to attacks from their respective elements, the exception being metal dragon slayers, which resist them instead. Their element is determined by the Dragon's who have trained them and grows to completely define the character as whole, changing their appearance, personality, and in some cases the way they live. There are 10 different varieties of Dragonslayers: Fire, Water, Wind, Earth, Ice, Lightning, Metal, Poison, Light, and Dark. Each could be considered a class all their own and are fully listed below.

Fire: Wielders of one of the four Primal elements, Fire Dragonslayers are as blazing and hotheaded as their element. Fire Dragonslayers were trained under the Red Dragons to wield flames as an extension of their own body. Like their Draconic teachers, they are hotheaded and incredibly confident in their power, making excellent fighters. They've inherited the Red Dragon's love of gold and treasure, and as they progress will begin to give a warm glow (+5 resist Cold). They are a fighting class through and through, and due to their association with the Reds have become friends with Githyanki and whatever that brings. They draw their power from elemental fire and can survive the hottest temperatures without effect, but will get queasy around any large body of water. They cast spells from the Fire and Sun Domains

    • Other bonuses: +2 Strength, +2 Constitution, +2 Intimidate, -2 Wisdom
    • Attack bonus: All attacks will set the target ablaze for 1d6 damage for 1d4 rounds unless Reflex 10 + 1/2 class level + Int Modifier is rolled.

Water: Wielders of the Primal element of Water, Water Dragonslayers are calm and collected, more apt to think the situation through than their Fire counterparts. Water Dragonslayers were trained by the mighty Gold Dragons to wield the forces of water. They are intelligent and diplomatic people, choosing planning over fighting, as such they are of a more supportive nature when compared to more warrior-like Dragonslayers. As their powers grow they start to have a light blue glow to their bodies with a lightening of the hair and eyes. They are friends of any aquatic creature. They can survive under the most intense pressures of the ocean floor but will not last long under the harshness of the desert and other volcanic plains. They cast spells from the Water and Healing domains.

    • Other Bonuses: +2 Intelligence, +2 Wisdom, +2 Swim, -2 Constitution, Water Breathing, +10ft movement speed in the water
    • Attack Bonus: A Water Dragonslayers movements are fluid. When they attack they are calm and precise dealing an added 1d4 damage.

Earth: Wielders of the Primal element of Earth, Earth Dragonslayers are living mountains with near infinite patience and a love of simplicity and the natural world. Earth Dragonslayers were trained by the Green Dragons within the jungles and forests they call their home. They are wise beings and unlike other Dragonslayers differ from their master's general behavior. They are not the provacative fighters that their Green Dragon masters are, instead being humbled by the element of Earth. They do share their Dragon's close kinship with the natural world, being close friends to the plants and animals. They are powerful beings, if a bit slow moving, but have the force of mountains behind them. Their skin becomes rocky and tough as their bond with the element grows. They can cast spells from the Earth and Plant domains

    • Other Bonuses: +2 Wisdom, +2 Constitution, +2 Handle Animal, -2 Dexterity, +2 Natural Armor bonus to AC, -10ft movement speed
    • Attack Bonus: 3 times per day, on a successful attack, an Earth Dragonslayer can infflict a temporary Petrification lasting 1d4+1 rounds unless Fortitude 10 + 1/2 class level + Int Modifier is rolled. These can be replenished at the expense of a Dragon Form charge.

Wind: Wielders of the Primal element of Wind, Wind Dragonslayers are curious adventure seekers, never staying in one place for long. Wind Dragonslayers were trained under the high flying Silver Dragons, like their masters choosing flight over fight. They are the tricksters, controlling the skies and journeying the world. They have a great love of open spaces and are masters of flight but are generally weaker than most. They slowly gain a lighter sheen to themselves and eventually will be floating continuously above the ground. They can cast spells from the Air and Weather domains

    • Other Bonuses: +2 Dexterity, +2 Intelligence, -2 Strength, gains Flight(good) as a spell-like ability, +10ft Movement Speed
    • Attack Bonus: 3 times per day, on a successful attack, a Wind Dragonslayer can Daze the target for 1d4+1 rounds unless Fortitude 10 + 1/2 class level + Int Modifier is rolled. These can be replenished at the expense of a Dragon Form charge.

Lightning: Lightning Dragonslayers were trained under the Elder Blue Dragons of the deserts to wield the element of Lightning. The Lightning Dragonslayers are territorial and vain like the dragons they trained under. Lightning Dragonslayers also love the desert and usually reside there. They also have great knowledge of deserts and gain a +2 to knowledge and spot checks related to the desert. They can cast spells from the Weather and Luck domains.

    • Other Bonuses: +2 Wisdom, +2 Hide, +2 AC, -1 Diplomacy
    • Attack Bonus: 3 times per day, on a successful attack, a Lightning Dragonslayer can inflict Paralysis unless Fortitude 10 + 1/2 class level + Int Modifier is rolled. These can be replenished at the expense of a Dragon Form charge.

Ice:Ice Dragonslayers were trained under the White Dragons to wield the element of frost. Like the dragons they trained under they love the cold and can always be found where white dragons are. Few Ice Dragonslayers ever venture far from cold places. Ice Dragonslayers gain a bonus when it comes to fighting on snow, as such in deserts it loses that advantage. They can cast spells from the Water and Strength domains.

    • Other Bonuses: +2 Constitution, +2 Strength, -2 Intelligence, +1 Natural Armor bonus to AC
    • Attack Bonus: 3 times per day, on a successful attack, an Ice Dragonslayer can Freeze the target for 1d4+1 rounds unless Fortitude 10 + 1/2 class level + Int Modifier is rolled. These can be replenished at the expense of a Dragon Form charge. If the enemy is frozen he takes 1d4 cold damage every round until he is no longer frozen.

Poison:Posion Dragonslayers were trained under the Black dragons to use the element of acid. Posion Dragonslaters are Chaotic Evil like the dragons they trained under, and as such these Dragonslayers are evil-tempered, cunning, and malevolent. Like the Black dragons, they also are extremely greedy and will often capture humans and interrogate people, on the location of stockpiles of treasure, before killing them. These dragon slayers are usually found where back dragons are found, and rarely leave their treasures unguarded. These Dragonslayers also have no regard for life and will splash acid at anyone that attacks their treasure or other dragon companions. They can cast spells from the Destruction and Scalykind domains.

    • Other Bonuses: +2 Wisdom, +2 Constitution, -2 Charisma, -1 Diplomacy, +2 Listen
    • Attack Bonus: 3 times per day, on a successful attack, a Poison Dragonslayer can inflict Poison for 1d6 damage per round for 1d4+1 rounds unless Fortitude 10 + 1/2 class level + Int Modifier is rolled. These can be replenished at the expense of a Dragon Form charge.

Metal:Metal Dragonslayers were trained by the Copper dragons to use the metals of earth to their advantage. these Dragonslayers are pranksters, joke tellers, and riddlers. They easily fit in to any group and are charismatic and outgoing. Through years of intense training they have trained their skin to have the metallic coat of the copper dragons and are highly resilient to most metal weapons. These Dragonslayers tend to have eyes of turquiose like the copper dragons. They can cast spells from the Trickery and Strength domains.

Light: Wielders of the very life force of the universe, the element of Light, the Light Dragonslayers are the most powerful spellcasters of all the Dragonslayers. They were trained under the powerful Prismatic Dragons and the light loving Fairy Dragons to wield one of the most primal forces of nature. They are Lawful beings as Light is Order and will tend to be of a more uptight nature than most. Physically they are weaker than other Dragonslayers but are masters of healing and the most powerful of spellcasters. As they power up they will give off a light glow, and their hair and eyes will gain a silvery color. They are fundamentally linked to Darkness as well as Light and should they fall towards Evil they can become Dark Dragonslayers. They can cast spells from the Healing, Luck and Protection domains.

    • Other Bonuses: +2 Charisma, +2 Dexterity, + 2 Heal, Their touch functions as heal light wounds to friendly targets, Detect Evil as a spell-Like ability
    • Attack Bonus: 3 times per day, on a successful attack, A Light Dragonslayer can Blind the target unless Fortitude 10 + 1/2 class level + Int Modifier is rolled. These can be replenished at the expense of a Dragon Form charge.

Dark: Wielders of death, the counterpoints to life. The Dark Dragonslayers move unseen throughout the world wielding powerful magics to fuel their own ends. Trained by the evil Lethus Dragons and the demons they call friends, they have become masters of death and shadows. They are Evil at heart, a result of their training, and move unbeknownst to the world rivaling Assassins in their art. They do not wield the powerful magics of their Light brethren but are masters of curses and the controlling of others. They are fundamentally linked to Light, and should they drift towards Good they may rise to the Light. They can cast spells from the Darkness, Death, and Destruction domains

    • Other Bonuses: +2 Wisdom, +2 Strength, +2 Hide, +2 Move Silently, Shadow Walk as a free action.
    • Attack Bonus: On a successful attack, a Dark Dragonslayer inflicts the target with Drain Life for 1d6 damage unless Fortitude 10 + 1/2 + Int Modifier is rolled.

Natural Finesse: A Dragonslayer is a master of unarmed combat and has turned his body into a living weapon. This has the same effect as the Feat Weapon Finesse which allows you to switch Strength in attacks with Dexterity. This also provides a bonus +1 to attack while unarmed or using natural weapons. Any natural or unarmed attack will do an extra 1d6 damage.

Dragon Form: The main defining aspect of a Dragonslayers magic is their ability to incorporate it into their martial fighting style. They can become living magical weapons, wrapping magic around themselves to increase their physical attack power, as such these attacks are considered unarmed or natural weapon for the Dragonslayer. They effects of the various Dragon attacks vary by element and grow stronger as the Dragonslayer trains with them. At each rank of this ability the Dragonslayer is allowed to further acquire/train one these abilities making them stronger and more versatile. They can use these forms for a number of times per day equal to 2 + Int Modifier + Dragon Form rank(s).

Dragon Claw: For 1d4+1 rounds, a Dragonslayer can wrap its limbs in elemental energy in the form of claws in order to strengthen a punch or kick. This attack functions as the character's basic unarmed strike with whatever bonuses attributed to it. The attack does the same damage as the normal unarmed strike with an additional 2d6 element damage. The damage increases by 1d6 for every rank in this ability.

Dragon's Roar:The character fires a burst of elemental energy from their mouth, much like a Dragon's breath weapon. The burst is a 25ft(+5ft per Rank) line of whatever element used. The line width can be willfully increased by +1 for every other rank after the first that is put into Dragon's Roar. This attack does 2d8 damage +1d8 for each additional rank. Unlike the other abilities this form can only be used once per day for every 3 character levels.

Wings of the Dragon: The Dragonslayer's element is formed into a pair of dragon wings on the players back. These wings are fully functional and allow 50ft of flight(average) + 10ft for each rank. These wings can fold around the character in the form of a shield providing a bonus to Armor Class and Spell Resistance equal to 2 x (rank in ability). The player cannot move while in this mode.

Tail Whip: A long chain of elemental energy is created off of the Dragonslayer. The chain is equal to 5ft x class level in length and is made of whatever element they wield. The chain can be used as a grapple hook to pull the character up or pull objects in. In the case of an attack it functions as a whip dealing 1d6 element damage + 1d6 per rank after first and can wrap around the target providing a +4 to Grapple and dealing the effect of the element as long as they are trapped.

Dragon's Brilliant Energy: *Requires Dragon Roar* The user generates elemental energy on both of their hands and then joins them, creating a unique, larger form of elemental energy as a result. When such energy collides with the enemy, it creates a very massive and destructive explosion. This destructive blast is a 2x2 blast + (2x2 per rank) with double your current Dragon's Roar damage worth of dice. Reflex 10 + 1/2 class level + Int Modifier for half damage. However, you can only use this form once per day for every 3 character levels.

Armor of Scales: Elemental energy is wrapped around the player in the form of armor, providing a 1 + (1 per rank) deflection bonus to AC and Spell Resistance of 1 + (3 per Rank). While in this state the Dragonslayer is given a specific effect based on element type and is restricted to only Dragonslayer type magic and normal attacks. This form stands for 1d4 x 1/2 class level rounds. The effects are as followed:

  • Fire: Deals 1d6 Fire damage per rank on contact.
  • Water: Added damage increases to 1d6 per rank.
  • Wind: Bleeds enemies for 1d6 damage, per rank, every round for 1d4 rounds on contact. Does not stack with multiple hits.
  • Earth: Increase natural armor bonus by +4 AC and strength by +2.
  • Ice: Deals 1d6 Cold damage per rank on contact.
  • Lightning: Paralysis on contact unless a Fortitude Save, DC 10 + Int Modifier + 1 per Rank), is rolled. Lasts 1d4+1 rounds.
  • Poison: Poison the enemy for 1d6 damage, per rank, every round for 1d4 rounds on contact. Does not stack with multiple hits.
  • Metal: Increase natural armor bonus by +4 AC and strength by +2.
  • Light: Can see normally in any lighting condition, including one set from a magical source. Purification on contact.
    • Purification: Ally: Purify any disease. Enemy: Deals 1d6 Holy damage
  • Dark: User body emits Damning Darkness.

Devour Element: Dragonslayers are masters of their element, and due to their close affinity for it they are able to absorb it into themselves to heal or strengthen themselves. A Dragonslayer has the ability to consume their elemental type, whether from a magical source or not it doesn't matter. Doing this will heal the Dragonslayer proportionally to the amount consumed. Small: Max HD X 1/2 + Dragonslayer level, Medium: Max HD + Dragonslayer level, Large: Max HD X 1 1/2 + Dragonslayer level, Huge+: Max HD X 2 + Dragonslayer level. Magical sources will also replenish the Dragonslayers Dragon Form and any used spells based on the size consumed Small: 1, Medium: 2, Large: 3, Huge+: 4.

    • In the case of Light and Dark Dragonslayers, their element doesn't appear naturally and their only source comes from 2 places: Divine/Necrotic spell, and the actual life force of living creatures. They have the ability to drain the energy of others they come in contact with if they succeed in Will vs. Fortitude, draining an amount equal to 1d6 . If the resulting drain will kill the target, the soul is consumed as well. These are inherently Evil acts and will push the character towards that side of the spectrum and whatever consequences that brings. This energy can also heal others, pushing towards the Good end. There is the potential for a Light Dragonslayer to turn to Dark and Vice Versa.

Draconic Bloodline: Recognized by your dragon deity, the Dragonslayer has been granted the Draconic Heritage feat. Draconic now becomes a base language for the character. This also gives the Dragon Slayer an acute sense like that of a Dragon giving a +2 to Listen and Spot checks. They also gain immunity to the Frightful Presence of Dragons.

Elemental Aura: As Dragonslayers become further attuned to their element, they begin emitting a magical aura around themselves. This aura bestows different effects based on the Dragonslayer's chosen element and can be turned off at will. This form is very tiring for this it cannot be used for over 1 hour per day.

  • Fire: Intense heat surrounds the player granting 1/2 to cold damage and anything that makes contact with the player must make a Fortitude save of 10 + 1/2 class level + Intelligence or else be set ablaze for 1d6 damage for 1d4 +(rank) rounds. Basic metal weapons and armor have a 25% chance of melting.
  • Water: Blue light surrounds the player granting 1/2 to Fire damage and a 2xrank Dodge bonus to AC. Basic metal weapons and armor have a 25% chance of rusting.
  • Earth: Green light surrounds the player and their skin appears made of stone, it grants an immunity to physical missiles (arrows) and Earth Walking
    • Earth Walking: Travel a distance equal to movement speed + 10ft per rank, underground in any direction. Reappearance next to enemy is considered a surprise attack unless they can detect you through magical means.
  • Wind: Wind begins spiraling around the player providing a x2 to movement speed, a Reflex bonus equal to rank and a Dodge bonus to AC equal to rank.
  • Ice: Frigid air courses around the player granting 1/2 to Fire damage, a +(rank) natural armor bonus to AC and the chance to freeze an incoming attacker should they fail a Fortitude save of 10 + 1/2 class level + Intelligence.
  • Lightning: Electrical energy begins coursing around the player. It provides x2 bonus to Movement Speed, Teleportation up to 60ft rank/day and can conduct onto metal objects resulting in a 1d6 per rank burst of shock damage to whoever is wielding or wearing it (range 10ft).
  • Metal: The Dragonslayers skin becomes metallic in nature and will absorb incoming Lightning attacks resulting in 1/2 damage. It provides 3xrank DR/Magic. Basic metal weapons used against the player are absorbed on contact unless a Fortitude save of 10 + 1/2 class level + Strength modifier is made. Movement is halved.
  • Poison: No aura is visible around the player but any plant or animal life within 5ft of the player begin to wither or die if weak enough. Basic metal weapons that touch the Dragonslayer will begin melting as if touched by acid. Any attacker who touches the Dragonslayer must make a Fortitude save of 10 + 1/2 class level + Int modifier or else be inflicted with a random Disease.
  • Light: A white light emanates from the Dragonslayer. All enemies around the player within 10ft are blinded. All allies within 10ft regen 1d4 per rank of HP a round.
  • Dark: The Dragonslayer's body becomes wrapped in veil of shadows, obscuring them. Every attack in this form is considered as a surprise attack. It grants a +(rank) bonus to Dexterity.

Dragon Traits: As a Dragonslayer becomes more attuned to the Dragon Magic they wield, they begin to take on the traits and abilities of their aligned dragon. Each time this ability is taken the Dragonslayer may choose one of their dragon's special abilities and make it their own, these abilities become a natural part of the player. These can be substituted for a Bonus Feat from the list of Fighter bonus feats.

Dragon's Trust: At this point in the Dragonslayers training, he has become proficient enough to become the caretaker of a Dragon Egg. The baby dragon feeds off the Dragonslayers magic and will hatch at the next level gained. The Dragon that is born is of the type that trained the Dragonslayer (list below) and will have the normal stats for those of that race. Due to feeding on the magic they form a bond and the Dragon may be considered a partner able to communicate over long distances telepathically. It can speak all languages the player can. The Dragon grows with the player with accelerated growth due to the bond, every three levels of player growth is equivalent to one age category on the Dragon. The Dragon types are as follows. Fire: Red Dragon Water: Gold Dragon Earth: Green Dragon Wind: Silver Dragon Lightning: Blue Dragon Ice: White Dragon Metal: Copper Dragon Poison: Black Dragon Light: Prismatic Dragon Darkness: Shadow Dragon

Fear Bringer: As their Draconic nature begins to emerge, the same wariness given towards Dragons starts to be shown to the Dragonslayer. The Dragonslayer gains a Frightful Presence equal to their Level + Intelligence modifier. This will also give a bonus +4 to Intimidate but a -4 to Diplomacy.

Dracon's Rage: A Dragonslayer can fly into a rage a certain number of times per day. In a rage, a Dragonslayer temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and his natural armor increases by +2 but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Dragonslayer’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Dragonslayer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function (except for Dragon Forms). He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. While in his rage a Dragonslayer can only use unarmed or natural attacks. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Dragonslayer may prematurely end his rage. At the end of the rage, the Dragonslayer loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Dragonslayer, at which point this limitation no longer applies; see below). A Dragonslayer can fly into a rage only once per encounter. At 7th level he can use his rage ability three times per day. At 12th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Dragonslayer can do it only during his action, not in response to someone else’s action.

Dual Element: This is an advanced Dragonslayer art that is used to further enhance the Dragonslayer's elemental attack power. To use this Form you must be able to have access to the elemental source you wish to take as your secondary element and then consume the element and make a Constitution saving throw. If the result is higher than 20, the Dragonslayer takes in the element and adds the bonus that they would get naturally from Elemental Mastery, Elemental Aura, and Dragon Form. However, if the save is failed, the Dragonslayer takes 5d6 element damage and is incapacitated for 1d4 rounds. When applying a secondary elemental damage to any Dragon Form move you use only half of the elemental damage die to a minimum of 1 die (Ex: A Rank 3 Dragon Claw with the Element of Fire and Lighting will only do 3d6 Fire Damage and 1d6 Lighting Damage). Once you have gained a second element you can not use this feature again to take another element and you are permanently stuck with the element you have chosen to take in on the first successful check.

Unyielding Will: Your exposure to Dragonic magic has altered you further, aligning your mind and your very presence with the power of Dragons. You gain a bonus +2 to Will saves and an immunity to mind-altering effects.

Premature Dragon Force Dragon Force normally cannot be achieved until a Dragonslayer activates their Dragon Rage at level 20 or higher but there are two ways around this. If a dragon slayer can consume a rare and powerful variant of their element (Example: A fire dragon slayer consuming the flames of a Phoenix) and succeed a DC 20 Constitution save, they can enter dragon force that way. Or they can roll a D20 then add 1/3 their Dragon Slayer level to it while in Dragon Rage, if the result is 20 or higher, then the Dragon Rage will transform into Dragon Force. If either check fails the Dragonslayer can not move for 1d4 + Con modifier rounds.

Draconian Advantage Dragonslayer magic was originally created and taught to humans, by dragons, to slay other dragons. Therefore they have an advantage over draconian enemies. Any elemental damage that a Dragonslayer deals to a draconian foe that would be ineffective, is instead resisted. Any resisted elemental damage instead is dealt as normal damage, and any normal elemental damage is multiplied by 1.5.

Dragon God's Blessing: The Dragonslayer has been blessed for his achievements by his dragon's deity and receives several bonuses from their given blessing. The Dragonslayer gains a +4 divine bonus in the following: Listen, Spot and AC

Element Body: As they continue merging with there element, a Dragonslayers body will actually begin transforming into it. They maintain there original form and can still interact normally but can shift into an elemental form at will. This creates a powerful defense but doubles damage received from their opposing element. This provides bonuses depending on element.

    • Earth, Metal, and Ice gain an additional +3 to their natural armor.
    • Wind and Water will become semi-incorporeal, requiring a Will vs. Will save for a successful hit.
    • Fire, Poison, and Lightning will provide an elemental kickback dealing appropriate damage and possible destruction of weapon.
    • Light and Dark become Incorporeal in nature and every attack vs them has 50% chance to miss.

Dragon Force: The Dragon's Rage inside reaches it's peak, fully merging the elemental magic of the Dragonslayer with his body to unleash the ultimate form of the Dragonslayer. As Dragon's Rage except for the following: The Dragonslayer can now use skills and magic within the rage state, and now gains a +10 to Strength and Constitution (instead of a +4), natural armor increases by +4 (instead of +2), a +5 attack bonus, a +5 damage to attacks, and a + 30ft movement increase. The Dragonslayer can focus this power into a single full-attack punch with a damage output of Unarmed Damage + 10d8. Doing this forces the user out of Dragon Force. This form can be used only once a day or after a Huge+ amount of magical energy is adsorbed by the Devour Element ability. Upon exiting Dragon Force a Constitution check must be made, regardless of whether or not the massive attack was used, with a DC of 20 or pass out for 1d4 rounds. Even if the check is passed the Dragonslayer is left fatigued.

Epic Dragonslayer[edit]

Table: The Epic Dragonslayer

Hit Die: d8

Level Special
21st Dragonic Force, Elemental Aura +6, Epic Dragon Magic, Secret Arts Rank IX, Dragon Form XXI
22nd Dragon Traits, Dragon Form XXII
23rd Dragon Form XXIII, Elemental Aura +7, Secret Arts Rank X
24th Dragon Form XXIV, Secret Arts Rank XI
25th Dragon God's Blessing, Elemental Aura +8, Dragon Form XXV
26th Dragon Traits, Dragon Form XXVI, Secret Arts Rank XII
27th Dragon Form XXVII, Secret Arts Rank XIII
28th Dragon Form XXVIII
29th Elemental Aura +9, Dragon Traits, Dragon Form XXIV, Secret Arts Rank XIV
30th Dragon Ascension, Dragon Form XXX, Secret Arts Rank XV

2 + Int modifier skill points per level.

Dragon Traits: The character continues to gain Dragonic abilities, but they can now be chosen from any age category of the Dragon.

Elemental Aura: The Dragonslayers Aura becomes even more powerful. Ac bonus increases to 4x(rank), and spell resist increases to 7x(rank).

Epic Dragon Magic: As they rise to the ranks of the epic beings, so too do their dragon powers. Now, all HD for Dragonslayer abilities and spells are increased by one rank.

Dragon Release: A Dragonslayer becomes more attuned to his true Dragon nature and so can take on the form of an actual Dragon. This is not a shapeshift or polymorph, it is all the elemental energy in the Dragonslayer being released at once and taking the form of a large Dragon. This form can be considered a Construct of an Wyrm Dragon of the Dragonslayer's type. The form has all the traits of constructs that do not interfere with the scores and abilities of the chosen dragon. However, you get a total number of Hit Die in the form equal to your current level. Any abilities of the Dragonslayer are carried over into this form and gain a increase as when using your Dragon Roar the amount of dice rolled for damaged is doubled. This can be used only once daily and will last until dispelled by choice or by depletion of Hp. When exiting this form, all the Dragonslayer's abilities or spells cannot be used again that day.

Dragon Ascension: You have reached the epidemy of Dragonic magic, You are an Elemental Dragon. You gain the power of an Wyrm Dragon of your type, and proceed with the same life span and powers of one. Your growth continues, the limits of growth are yours to choose.

Bonus Feats: The epic Dragonslayer gains a bonus feat (selected from the list of epic Dragonslayer, Monk, or Sorceror bonus feats) every 2 levels after 20th.

Epic Dragonslayer Bonus Feat List: <-list of bonus epic feats->.

Drow Dragonslayer Starting Package[edit]

Weapons: None.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Spot 4 Wis -
Balance 4 Dex 0
Escape Artist Skill 4 Dex 0

Feat: Improved Initiative.

Gear: None.

Gold: 220gp.

Campaign Information[edit]

Playing a Dragonslayer[edit]

Religion: Most Dragonslayers do not follow a religion, choosing instead to feel the power of the universe firsthand. But any of the elemental or dragon gods could be an appropriate choice.

Other Classes: Spellcasters see them as points of interest, Fighters as a challenge.

Combat: Their roles will range from support, to healer, to heavy fighter depending on their element.

Advancement: Usually dragonslayers multiclass into prestige classes that combine arcane spellcasting and combat.

Dragonslayers in the World[edit]

You shouldn't mess with a Dragon, you probably won't live to do it again.
—Veran Ixthan, Githzerai Lightning Dragonslayer

A Dragon-Slayer fits in pretty much eveywhere... Although there aint many of them. Although that would depend on the setting. In a world with lots of Magical beasts and dragons, you might be able to find quite afew.

Daily Life: Typicaly they seach for there Dragon Parent who has gone missing, Which often leads them to join a group of adventures.

Notables: No matter how you look at them, they somehow stand out in a crowd. Mostly becouse they dont know how to interact with other people in the world. Having always lived with there Parent.

Organizations: They dont really have any Organizations... Although multiple Dragon-Slayers may assemble in order to look for clues regarding there parents together.

NPC Reactions: "You're the son of a dragon? Yeah right.."

Dragon-Slayer Lore[edit]

Characters with ranks in Knowledge(Arcane) can research Dragon-Slayers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
15 They call themselves childrend of dragons, become highly offended if you claim them to be liars, which will surely result in hostile actions from the Dragon-Slayers side.
25 Depending on their personality, you can easily guess what Dragon 'Parent' they had.
35 Dragon-Slayer's may seem of like an awful hostile lot, they're however quite friendly, and would even die for their friends.
45 Dragon-Slayer: Bahamut has a good right punch.... ...... .........

Dragonslayer in the Game[edit]

The Draconic nature of a Dragonslayer makes most people wary of them, while animals and spirits see them as kin due to their elemental closeness to nature.

Adaptation: Any element or force can be used as a Dragonslayer's focus, and any magical creature could potentially train them in their art for different paths.

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