Dragonslayer Monk (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search

Dragonslayer Monk[edit]

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 mages who wield the primal forces of nature as an extension of their own bodies.

Making a Dragonslayer Monk[edit]

Dragon Slayers are a unique type of people who utilize a form of Lost Magic. Each Dragon Slayer has their own form of Magic, just like each Dragon is a master of their own element. In addition, the said Dragon Slayer also has the ability to eat their own element. Doing so rejuvenates them and enhances their abilities. Dragon Slayers are known to possess keener senses than that of normal humans such as in smell, sight and hearing.

Abilities: The magic and fighting style wielded by a Dragonslayer is very complex, requiring high Dexterity and Charisma to work the most effectively. Constitution, Strength, and Wisdom are each equally important and will vary between Dragonslayers. Intellegence has little to 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.

Alignment: Any alignment.

Starting Gold: 5d10x10 gp (270gp)

Starting Age: 1d12 + Wisdom Modifier

Table: The Dragonslayer Monk

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed Damage Ac Bonus
Fort Ref Will
1st +1 +2 +2 +2 Flurry of Blows, Unarmed Strike, Elemental Mastery, Draconic Bloodline -1/-1 1d6 +0
2nd +2 +3 +3 +3 Devour Element, Dragon Traits, Elemental Fist I +0/+0 1d6 +0
3rd +3 +3 +3 +3 Natural Finesse, Dragon Form I +1/+1 1d6 +0
4th +4 +4 +4 +4 Dragon Traits +2/+2 1d8 +1
5th +5 +4 +4 +4 Elemental Aura +1, Elemental Fist II +4/+4 1d8 +1
6th +6/+1 +5 +5 +5 Dragons Nose +5/+5/+0 1d8 +1
7th +7/+2 +5 +5 +5 Unyielding Will, Dragon Form II +6/+6/+1 1d8 +1
8th +8/+3 +6 +6 +6 Elemental Fist III +7/+7/+2/+2 1d10 +2
9th +9/+4 +6 +6 +6 Elemental Aura +2, +9/+9/+4/+4 1d10 +2
10th +10/+5 +7 +7 +7 Dragon Traits +10/+10/+5/+5 1d10 +2
11th +11/+6/+11 +7 +7 +7 Dragon Form III, Elemental Fist IV +11/+11/+6/+6/+1 1d10 +2
12th +12/+7/+2 +8 +8 +8 Elemental Aura +3 +12/+12/+7/+7/+2 2d6 +3
13th +13/+8/+3 +8 +8 +8 Dragon Traits +13/+13/+8/+8/+3 2d6 +3
14th +14/+9/+4 +9 +9 +9 Elemental Fist V +14/+14/+9/+9/+4 2d6 +3
15th +15/+10/+5 +9 +9 +9 Dragon Force, Dragon Form IV +15/+15/+10/+10/+5/+5 2d6 +3
16th +16/+11/+6/+1 +10 +10 +10 Elemental Aura +4 +16/+16/+11/+11/+6/+6/+1 2d8 +4
17th +17/+12/+7/+2 +10 +10 +10 Elemental Fist VI +17/+17/+12/+12/+7/+7/+2 2d8 +4
18th +18/+13/+8/+3 +11 +11 +11 Dragon Traits +18/+18/+13/+13/+8/+8/+3 2d8 +4
19th +19/+14/+9/+4 +11 +11 +11 Elemental Aura +5, Dragon Form V +19/+19/+14/+14/+9/+9/+4 2d8 +4
20th +20/+15/+10/+5 +12 +12 +12 Dragons Fortitude, Elemental Fist VII +20/+20/+15/+15/+10/+10/+5 2d10 +5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Acrobatics (Dex), Climb(Str), Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(Arcana and any 1 of choice)(Int), Perception(Wis), Perform(choose any)(Cha), Sense Motive (Wis), Spellcraft(Int), Survival(Wis), Use Magic Device(Cha), Swim (Str)

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 have the Improved Unarmed Feat at 1st level and do an additional 1 Damage Die when not using a weapon. For instance, a 4th Level Dragonslayer Monks would deal 1d8 with Bladed Gauntlets, or another fist weapon, and would deal 2d8 with no fist weapons. 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 or Simple armor as anything heavier will disrupt their fighting.

Ac Bonus (Ex): When unarmored and unencumbered, a Dragonslayer Monk adds their Wisdom bonus, if any to their AC, and gains gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Dragonslayer levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Dragonslayer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a Dragonslayer may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column above. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a Dragonslayer reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Dragonslayer must use a full attack action to strike with a flurry of blows. When using flurry of blows, a Dragonslayer may attack only with her unarmed strikes. When a Dragonslayer reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.


Unarmed Strike: At 1st level, a Dragonslayer has the ability to make attacks may it be with either fist interchangeably or even from elbows, knees, and feet. This means that a Dragonslayer may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A Dragonslayer may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a Dragonslayer’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Dragonslayer’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Dragonslayer also deals more damage with her unarmed strikes than a normal person would. The unarmed damage above is for Medium Dragonslayers. At 4th level, his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Draconic Bloodline: For all purposes pertaining to it, the character now has a Draconic heritage. Their breath weapon becomes that of the chosen Dragon unless they naturally possess one already. To gauge how strong your breath weapon is, your HD is equal to the HD of you dragon parent's type. For instance, a Level 11 Dragonslayer Monk has 11HD, if the Dragonslayer Monk's parent dragon is a Gold, the Breath Weapon of an 11HD (Very Young age category) Gold Dragon is 4d10 and a Reflex Save DC of 18. Draconic now becomes a base language for the character. This also gives a Dragon Slayer an acute sense like that of a Dragon giving a +4 to all Perception checks. They also gain immunity to the Frightful Presence of Dragons, and Darkvision as well as Low-Light 60ft.

Spells Each Dragonslayer can cast spells linked to their elements as well as cast from two domains, which are noted in the type of Dragonslayer below.

Spell Pool An Dragonslayer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his 2x (class level + his Charisma modifier) (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

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. 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 Fire Dragons to wield flames as an extension of their own body. Like their Dragonic teachers, they are hotheaded and incredibly confident in their power, making excellent fighters. They've inherited the Fire Dragon's love of gold and treasure, and as they progress will begin to give a warm glow (+1 per 1/2 lvl 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. War and Destruction domains

    • Other bonuses: +2 Strength, +2 Intimidate, -2 Wisdom, -2 Diplomacy, -2 on Spellcraft and Decipher Script, -2 on skill rolls and attack rolls when near large bodies of water.
    • Attack bonus lvl 5: attacks will set the target ablaze for 1d4 per 2 lvls damage for 1d3 + 1 per 5 lvls rounds unless Fortitude 10+ caster lvl+Wisdom is rolled. +2 to attacks with fire attuned weapons per 5 lvls.

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 Water 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 and have become known as powerful healers. 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. Life and Enhancement domains.

Earth: Wielders of the Primal element of Earth, the Earth Dragonslayers are living mountains with near infinite patience and a love of simplicity and the natural world. Earth Dragonslayers were trained by the Earth Dragons within the jungles and forests they call their home. They are wise beings and unlike other Dragonslayers differ from their master's general behaviour. They are not the provocative fighters that their Earth 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, with green eyes. Plant and Protection domains

Wind: Wielders of the Primal element of Wind, the Wind Dragonslayers are curious adventure seekers, never staying in one place for long. Wind Dragonslayers were trained under the high flying Wind 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. Warp and Weather domains

    • Other Bonuses: +2 Dexterity, +2 Intelligence, +4 Escape Artist, +10ft Movement Speed,
    • Attack Bonus lvl 5: 25% chance to Daze with unarmed attack, +3 to attack with wind attuned weapons

Lightning: Lightning Dragonslayers were trained under the Elder Lightning Dragons of the deserts to wield the element of Lightning. the Lightning Dragonslayers like Lightning dragons are territorial and vain like the dragons they trained under.Lightning Dragonslayers also love the desert and usually reside there, they are also have great knowledge of deserts and gain a +2 to knowledge and perception checks related to the desert. Weather and Destruction domains

    • Other Bonuses: +2 Wisdom, -2 Stealth, +2 AC, +10ft Movement Speed,
    • Attack Bonus lvl 5: 25% chance to Paralysis with unarmed attack, +2 to attack with lightning attuned weapons.

Ice:Ice Dragonslayers were trained under the Ice Dragons to weild the element of frost. Like the dragons they trained under they love the cold and can always be found were Ice 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. Protection and Conjuration domains

    • Other Bonuses:+2 attack rolls in snow environments. -2 attack rolls in desert, +2 Strength, -2 Intelligence
    • Attack Bonus lvl 5: 25% chance to Freeze with unarmed attack, +2 to attack with ice attuned weapons

Poison:Poison Dragonslayers were Trained under the Poison dragons to use the element of acid. Poison Dragonslayers are Chaotic Evil like the dragons they trained under,these Dragonslayers are evil-tempered, cunning, and malevolent. like the Poison 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 were Poison 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. Death and Nature domains

    • Other Bonuses: +2 Swim, +2 Stealth, -2Charisma,-2 Diplomacy
    • Attack Bonus lvl 5: 25% chance to Poison with unarmed attacks, +2 to attack with poison/acid attuned weapons.

Metal:Metal Dragonslayers were trained by the Metal dragons to use The metals of earth to there 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 Metal dragons and are highly resilient to most metal weapons.these dragon slayers tend to have eyes of turquoise like the Metal dragons. War and Creation domains

    • Other Bonuses: +2 Charisma, +2 Wisdom, +2 Intimidate, +4 Natural Armour, -10 movement, -2 armour check penalty, You are also an expert black smith and can make and repair anything as well as use anything they make as a martial weapon.
    • Attack Bonus: extra x2 to criticals with unarmed attacks, +2 to attack with metal attuned weapons.

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 Light 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 colour. They are fundamentally linked to Darkness as well as Light and should they fall towards Evil they can become Dark Dragonslayers. Sun and Destruction domains

    • Other Bonuses: +2 Constitution Their touch functions as heal light wounds to friendly targets, at level 10 changes to heal moderate wounds then to heal serious wounds at level 15 and finally heal critical wounds at level 20 a number of times per day equal to 1/2 lvl + cha using this is a standard action unless on self its a swift. Detect Evil
    • Attack Bonus lvl 5: 25% chance to Blind with unarmed, +2 to attack with light attuned weapons

Dark: Wielders of death, the counterpoints to life, Darkness, the Dark Dragonslayers move unseen throughout the world wielding powerful magics to fuel their own ends. Trained by the evil Darkness 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 rivalling Assassins in their art. They don 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. Dark and Death domains

    • Other Bonuses: +4 [Stealth]], -2 Charisma, Shadow Step as a free action.
    • lvl 5 Drain Life

Dual Element: Dragonslayers may take Dual Element gaining all of the benefits and negatives of two elements they control.

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: 5d6 hp, Medium: 10d6 hp, Large: 15d6 hp, Huge+: Full Heal. Magical sources will also replenish the Dragonslayers uses of their dragon form in equivalence to the strength of the spell. The absorption is completely independent of the Dragonslayers level, but overconsumption may possibly harm them.

    • 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 a touch attack upon success the target makes a Fortitude save, draining an amount equal to the targets Constitution. 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. There is the potential for a Light Dragonslayer to turn to Dark and Vice Versa.

Natural Finesse: A Dragonslayer is a master of unarmed combat and has turned his body into a living weapon. This gives the option to have the same effect as the Feat Weapon Finesse which allows you to switch Strength in attacks with Dexterity or gain a bonus combat feat. This also provides an extra 10ft to movement speed and grants a bonus +1 to attack while unarmed or using natural weapons.

Elemental Fist: Any natural or unarmed attack will do an extra 1d6/per rank, of Element damage based on your element if dual element you choose one or the other. If you have multiple attacks per round, or use Flurry of Blows, you can change the element each strike. For instance, a Level 20 Dragonslayer Monk has 7 attacks per round, as a Full Attack Action. A level 20 Fire Lightning Dragonslayer Monk can alternate the elements doing 4 of them as Fire, and 3 Lightning, or do 1 Lightning, and 6 Fire, or any combination of the two elements for the seven strikes.


Elemental Aura: As Dragonslayers become further attuned to there 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.

  • Fire: : Intense heat surrounds the player granting 1/2 to cold damage, a +(rank) to AC, and anything that makes contact with the player (such as a fist attack or grapple) must make a Fortitude save of 20+character lvl+Charisma or else be set ablaze for 1d6xrank in ability for 1d4 rounds. Basic metal weapons and armor have a 25% chance of melting.
  • Water: Blue light surrounds the player granting 1/2 to Fire damage, a +(rank) to AC, and anything that makes contact without succeeding a Will save of 10+Character lvl+Charisma or else be weakened.
  • Earth: Green light surrounds the player and their skin appears made of stone, it grants a 2x(rank) bonus to AC, an immunity to physical missiles, and earth walking
    • Earth Walking: travel a distance equal to movement speed 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 x3 to movement speed, a Reflex bonus equal to rank in ability, and Flight equal to normal Movement Speed +20ft or if player can already fly increases fly speed by +10 and increase maneuverability by one.
  • Ice:Frigid air courses around the player granting 1/2 Fire damage, a +(rank) bonus to AC, and the chance to freeze an incoming attacker should the fail a Fortitude check of 15+Charisma
  • Lightning:Electrical energy begins coursing around the player it provides x2 bonus to Movement Speed, 100ft Teleport as a move action, and can conduct onto metal objects resulting in a 1d6xrank burst of shock damage to whoever is wielding or wearing it (range 15ft).
  • Metal: The Dragonslayers skin becomes metallic in nature and will absorb incoming Lightning attacks while only taking half the damage, provide 3xrank bonus to AC. Metal weapons used against the player are absorbed on contact unless a Fortitude save of 10+Character lvl+Charisma is made. Movement is halved.
  • Poison: No aura is visible around the player but any plant or animal life within 5ft of the player begins to wither or die if weak enough. Weapons that touch the Dragonslayer will begin melting as if touched by acid, and the wielder must make a Fortitude save of 15+Constitution or else be inflicted with a disease.
  • Light: A white light emanates from the Dragonslayer; it creates a field of healing around the player (10ft). Anything within this field will begin to heal from fresh wounds and diseases as per the heal spell caster lvl ½ Dragonslayer lvl + rank in ability. The Dragonslayer will gain a regeneration rate equal to his rank in this ability.
  • Dark: : The Dragonslayer's body becomes wrapped in veil of shadows, obscuring their face. The aura provides Dark Vision and a +3xrank bonus to Move Silently and allows the user to travel between shadows within 10ftxrank of each other.

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. They can use these forms for a number of times per day equal to 2/day per dragon form rank. Each of these abilities, unless otherwise stated, uses up one use of Dragon Form each time it is used.

Dragon Claw: Elemental energy is wrapped around the limbs of the Dragonslayer in the form of a claw 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 1d6 for every three character lvl (1,4,7,10,13,16,19) Lasts for 1 round per level min.

Dragon's Brilliant [Energy]: The dragon slayer combines magic from both hands and shoots it at once and explodes in a 25 ft radius dealing double the damage of dragons claw in element damage.

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 30ft line of whatever element used, except with metal and darkness in which case it is a weakening cone of the same length. This attack does double your breath weapon damage can only be taken once. Unlike the other abilities this one can only be used once per day for every dragon form takes 2 uses of dragon form.

Wings of the Dragon: Energy is formed into a pair of dragon wings on the players back. These wings are fully functional and allow 50ft of flight good manoeuvrability +10ft for every third dragon form. These wings can fold around the character in the form of a shield providing a stacking bonus to Natural Armor 2xDragon form lvl and Spell Resistance equal to 4xDragon Form lvl. The player cannot move or attack while in this mode.

Dragon's Wing Attack: This attack can only be used when wings of the dragon is in effect. The Dragon slayer slams the wings into his opponent dealing 2d8 +1 per odd character lvl. The player slashes by the opponents without stopping. This move is full round action that allows you to slash up to two opponents as long as there is 5 feet of space in between them. The player does not stop on the space they attack rather they keep moving forward past the opponents. The enemy may make a reflex save of a dc of 10+character+Dexterity and if the enemy succeed they take half dmg and get an attack opportunity with -6 penalty to their attack roll if they are wielding a range weapon or are in melee range.

Tail Whip: A long chain of elemental energy is created off of the Dragonslayer. The chain is equal to 5ftx1/2Level (max 25ft) 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 2d6 +1 for every odd character lvl element damage and can wrap around the target providing a +4 to Grapple and dealing the effect of the element as long as they are trapped.


Armor of Scales: Elemental energy is wrapped around the player in the form of armor, providing a +2 to Natural Armor and 6+CL of Spell Resistance . 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. The effects are as followed:

  • Fire: Immunity to Cold and 1d6 Fire on contact
  • Water: Immunity to Fire and a +2/rank on Reflex saves
  • Wind: 1.5x Movement speed and Flight
  • Earth: 1/2 Movement speed, +2 bonus to Natural Armor and +2 to Constitution
  • Ice: +2 bonus to Natural Armor and 1d6 Cold on contact
  • Lightning: 2x Movement Speed and paralysis on contact fort save 10 + 1/2 level + wisdom mod
  • Poison: Weaken on contact fort save 10 + 1/2 level + wisdom mod and Acid touch
  • Metal: 1/2 Movement Speed, +2 bonus to Natural Armor and +2 to Strength
  • Light: Teleport as Move action or Part of Full Round action and a x2 regenerate
  • Dark: Invisibilty and Control on contact will save 10+ 1/2 level + wisdom mod


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.The first time that this ability is taken they choose one dragon that is linked to their element. This dragon is the dragon that they take traits from and once chosen cannot be changed. 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 abilities can be a Dragon's Spell Resistance, or a Spell Like Ability. Even an Extraordinary ability like the Gold's ability to breathe underwater or a Supernatural Ability, even a breath weapon, although you must choose which type you get should the dragon have two breath weapons. These can be substituted for a Bonus Feat.

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 permanent +1 bonus to Wisdom, a bonus +2 to Will saves and an +2 bonus to mind-altering effects.

Enhanced Senses: The Dragonslayer senses increased dramatically and as such sees much further and detects scents within 50ft as long as his sense of smell is not be obstructed by anything. This increases further to 100ft is the scent is strong, such as rotting garbage, smoke, food being cooked, ect. They receive an extra +2 perception (Spot and Listen). The +1/10ft Dc modifier is only a +1/50ft.

Dragon Force: As they continue strengthening their dragon magic they become closer to the dragons. In this form they begin to grow scales on their hands and lower arms. This provides an AC bonus equal to Charisma as well as bonuses to their abilities including a +2 to Strength, Dexterity, and Constitution. They can enter this form a number of times per day equal to their Charisma Mod. The Dragonslayer can maintain this form for their Charisma Mod times 2 rounds. The spells effect, DC, and caster level (for purpose of overcoming spell resistance) are all doubled while in this form. You may also enter this form on 3 conditions

  • 1.If you eat 10 magic spells or items but they don't have to be your element
  • 2.If your team is dying and you can't save them you are now entering Dragon Force because all your power is being let out due to your Rage and also you enter Dragon Form but ONLY if 2 or more members of your team is dying and you cant save them.
  • 3.If you consume either a large amount of magic or consume a very powerful spell or a super charged spell (Supercharged Spells are up to your DM, however they are most often spells with either the Intensified Spell or Enhanced Spell Metamagics, or under the effects of 3 or more Metamagics, or an Epic Spell)

Dragon Fortitude: : The Dragonslayer Monk gains the Die Hard feat even if they don't meet the prerequisites. Also, they gain the Ability to automatically pass a failed fortitude save as well once per day, unless the slayer decides to use 6 charges of his dragon form to fuel the ability another time. If the Dragonslayer does not have these charges remaining he cannot use this option. Each time the slayer uses his dragon form to fuel this ability he must also take 2 points of ability damage on all of his abilities. This ability damage may be recovered in the normal way, or by eating the element linked to the Dragonslayer Monk, but restoring this ability damage negates the healing a Dragonslayer Monk would normally get.

Epic Dragonslayer[edit]

Table: The Epic Dragonslayer (Fairy Tail Version)

Hit Die: d8

Level Special
21st Draconic Force, Epic Dragon Magic, Dragon Form XIV
22nd Dragon Traits
23rd Elemental Aura +7, Dragon Form XV
24th Dragon Traits, Dragon Form XVI
25th Dragon God's Blessing
26th Dragon Traits, Elemental Aura +8, Dragon Form XVII
27th Dragon Form XVIII
28th Dragon Traits
29th Dragon Traits, Elemental Aura +9, Dragon Form XIX
30th Dragon Traits, Dragon Ascension, Dragon Form XX

4 + 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.

Dragonic Force: The Dragon's Rage inside reaches it's peak, merging with the elemental magic to create a powerful new form. The Dragonslayer can now use magic within the rage state, and now gains a +10 attack bonus and +8 damage to attacks. The single full-attack increases to 6d8+ the breath weapon. The Constitution check must be made regardless of whether or not the massive attack was used, and must now succeed a Constitution DC of 25.

Dragon God's Blessing: The character has been noticed by the Dragon Gods and recieves several bonuses from their given blessing. The Dragonslayer gains a permanent +4 bonus to Dexterity and Wisdom and allows the casting of Wish as a one per day spell.

Dragon Ascension: You have reached the epidemy of Dragonic magic, You are an Elemental Dragon. You gain the power of an Adult 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 Fighter bonus feats) every 2 levels after 20th. Dragon Traits can be still substituted for Bonus Feats.

Epic Dragonslayer Bonus Feat List: None

Human Dragonslayer(Fire) Starting Package[edit]

Weapons: Katar (Punching dagger)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con ----
Intimidate 4 Cha ----
Search 4 Int ----
Spot 4 Wis ----
Survival 4 Wis ----

Feat: Combat Reflexes

Bonus Feats: Improved Unarmed, Blind-fight

Gear: Chain Shirt, Backpack, Waterskin, Pavilion Tent, Trail Rations x30, Rope, elven (60 ft), Collapsible Grappling hook, Alchemist’s Fire x 3, Flint and Steel, Courtier’s Clothes Gold: 36 GP

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: Dragonslayers who multiclass are still able to gain ranks in their Dragonslayer class, as well as gain the abilities. Mutliclassed Dragonslayers still are able to use all abilities that have been granted to them before multiclassing.

Dragonslayers in the World[edit]

Now that I've eaten I'm all fired up!
—Natsu Dragneel, Human Fire Dragonslayer

Dragonslayers fit in almost anywhere in a world. Dragonslayers come in as much a variety as pairs of pants do to a nobleman. Most normal people only know of the destruction that comes in the wake of a Dragonslayer fighting in their town.

Daily Life: Dragonslayers go about their daily lives doing whatever they feel like. They are pretty much like any normal character or npc in the fact that they do what they wish. They have no real objective to fill at any point unless given a quest.

Notables: Natsu Dragneel is fire Dragonslayer of the Fairy Tale guild, pretty much known as Salamander and known for setting towns on fire while fighting. Another notable Dragonslayer is Gajeel Redfox, a Metal Dragonslayer, who has been known to get into fights with Natsu as well as help him from time to time.

Organizations: Dragonslayers are often found in guilds or groups with other Dragonslayers or other mages. They are known to hang around with lots of magical using classes that can be very explosive in their arguments.

NPC Reactions: A common NPC will not believe when a Dragonslayer tells them that they were raised by a dragon, unless they are of a race that shows their draconic blood. Once the abilities of the Dragonslayer are shown, most NPCs will distinguish that person as a Dragonslayer and ask every once in a while about how they were raised by a dragon.

Dragonslayer Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Dragonslayers 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
5 Dragonslayers harness the power of a dragon in combat.
10 Dragonslayers are attuned to one element, and are rumored to be unaffected by that element.
15 Dragonslayers can consume the element with which they are aligned, no matter the source. If they consume that element, it will heal them. its said a dragonslayer in they're natural element could fight endlessly.
20 Dragonslayer magic is taught to humans by dragons themselves to defend against dragons that would end or enslave the human species. All dragonslayer magic has the ability to bypass dragons magic resistance.

Dragonslayers in the Game[edit]

As was previously stated, Dragonslayers are often around other magical classes while in the world. Whether PC or NPC, the Dragonslayers will do whatever they please unless given a quest to do. Once a quest has been given, the Dragonslayers will try their hardest to get it done in any way possible.



Back to Main Page3.5e HomebrewClassesBase Classes