Dragon Magic Classes

==Dragon Descendant==
(Dragon Magic variant, p. 34)
A secret monastic order, dragon descendants tap into the power of their draconic heritage to call on their ancestors in times of need.
====Requirements====
Skills: Concentration 8 ranks
Feats: Combat Reflexes , Dragontouched or Draconic Heritage , Improved Unarmed Strike
Special: Still mind class feature.
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Monk Abilities: Throughout your career as a dragon descendant, your dragon descendant levels stack with your monk levels for determining your unarmed damage, Armor Class bonus, and unarmored speed bonus.
Ancestor: At every odd-numbered level, you can tap into the power of a specific, notable ancestor dragon to augment your own abilities. When you call an ancestor's spirit to you, your facial features shift to become a combination of your own face and that of your ancestor. Calling an ancestor spirit is a standard action.
Until you reach 10th level, you can have only one ancestor spirit active at a time. When you call a new one, the old one automatically departs.
Rampaging Ancestor: Starting at 1st level, you can call a dragon ancestor known for its destructive rampages through the countryside. When you call that ancestor's spirit, you become immune to fear and gain a +1 insight bonus on attack rolls and damage rolls. At 5th level the insight bonus increases to +2, and at 9th level it increases to +3. In addition, your unarmed strikes are considered to be magic and chaotic aligned for the purpose of overcoming damage reduction.
Subtle Ancestor: Starting at 3rd level, you establish a connection to an ancestor dragon that was a puppet master, wielding influence among the lesser races with subterfuge. When you call that ancestor's spirit, you gain an insight bonus on Hide checks and Move Silently checks equal to your dragon descendant class level, and you don't take the standard —5 penalty for moving quickly while you sneak around. You can also make sneak attacks as a rogue of your dragon descendant level, dealing an extra 2d6 points of damage with each successful sneak attack (this stacks with any existing sneak attack or similar class feature you have).
Eldritch Ancestor: Starting at 5th level, you can connect to an ancestor dragon that was a powerful spellcaster. When you call on the eldritch ancestor's spirit, you gain the spelllike ability to emit a ray with a range of 60 feet. This ranged touch attack affects a single target, allows no saving throw, and deals 1d6 points of damage per two dragon descendant class levels. The ray is the equivalent of a spell whose level is equal to one-half your dragon descendant class level (round down). The ray is subject to spell resistance, and it deals half damage to objects.
Enduring Ancestor: Starting at 7th level, you connect to an ancestor dragon that survived such adversity as attacks from other dragons, would-be dragonslayers, and adventurers seeking to raid its hoard. When you call on this ancestor's spirit, you gain an insight bonus on saving throws equal to one-half your class level. You also gain damage reduction X/cold iron, where X is equal to your dragon descendant class level.
Ancient Ancestor: Starting at 9th level, you reach an ancestor dragon known widely to sages and historians even today—one of the great ancient dragons of folklore. When you call on this ancestor's spirit, you can make an attack of opportunity against any foe who attempts a melee attack against you, until you have reached your limit of attacks of opportunity set by your Dexterity score and the Combat Reflexes feat. Furthermore, you gain an insight bonus to your Armor Class equal to one-half your dragon descendant class level.
Ancestral Lore: When you meditate, you sometimes hear the whispers of your ancestors, and if you concentrate hard enough, you can briefly communicate with them and benefit from their draconic lore. This contact functions like bardic knowledge (PH 28), except that you substitute a Concentration check for the bardic knowledge check. Starting at 2nd level, you can meditate in this way once per week.
Slippery Mind: Starting at 4th level, the presence of an ancestor dragon's spirit can jar your mind free of magical effects that would otherwise control or compel you. For more details, see the rogue class feature (PH 51).
Rapid Calling: By 6th level, you have made such lasting connections to your ancestors that you're able to call them forth more quickly. From now on, connecting to an ancestor spirit takes only a swift action, not a standard action.
Detect Dragonblood (Sp): Starting at 8th level, you can detect nearby dragons at will; their blood seems to sing to you faintly. See the detect dragonblood spell, page 65.
Double Synthesis: Starting at 10th level, your soul is such a welcome home for your ancestors that you can have two ancestor dragon spirits active at the same time, gaining the full benefit of each. If you call a third ancestor, the spirit that has been with you the longest departs to make room for the newcomer.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+0 	+2 	+0 	+2 	Monk abilities, rampaging ancestor
2nd 	+1 	+3 	+0 	+3 	Ancestral lore
3rd 	+2 	+3 	+1 	+3 	Subtle ancestor
4th 	+3 	+4 	+1 	+4 	Slippery mind
5th 	+3 	+4 	+1 	+4 	Eldritch ancestor
6th 	+4 	+5 	+2 	+5 	Rapid calling
7th 	+5 	+5 	+2 	+5 	Enduring ancestor
8th 	+6 	+6 	+2 	+6 	Detect dragonblood
9th 	+6 	+6 	+3 	+6 	Ancient ancestor
10th 	+7 	+7 	+3 	+7 	Double synthesis
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Balance 	DEX 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Escape Artist 	DEX 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (history) 	INT 	 	
Knowledge (religion)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Profession 	WIS 	 	
Sense Motive 	WIS 	 	
Spot 	WIS 	 	
Swim 	STR 	 	
Tumble 	DEX 	 	
==Diamond Dragon==
(Dragon Magic variant, p. 30)
The boldest of the sages study the link between gem dragons and psionics, learning to tap into what they refer to as the draconic psionic collective.
====Requirements====
Base Attack Bonus: +3
Alignment: Neutral good, neutral evil, lawful neutral, chaotic neutral, or neutral
Skills: Knowledge (arcana) 3 ranks
Language: Draconic
Special: Ability to manifest 3rd-level psionic powers.
====Hit die====
d8
====Skill points====
2 + Int
====Class Features====
Manifesting: At every level except 1st and 6th, you gain new power points per day, access to new powers, and an increase in manifester level as if you had also attained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a diamond dragon, you must decide to which class to add each level for the purpose of determining maximum power level, manifester level, and new power access.
Dragon Augmentation (Ex): Learning to think the way dragons think is more than a matter of mental training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning their mental habits. At 1st level, as a result of such study and physical training, you gain a +1 bonus to Strength, Dexterity, or Constitution (your choice). Once this choice is made, it cannot be changed. At 5th level and again at 10th level, you have the choice of increasing the same ability score by another +1, or adding a +1 bonus to a different physical ability score.
Sleep/Paralysis Neutralization (Su): Starting at 1st level, you are capable of overcoming magical sleep and paralysis effects by drawing on the mental powers of gem dragons. As an immediate action, when you would magically be put to sleep or paralyzed, you can expend 1 power point to neutralize the effect.
Channel Dragon Claws (Su): Starting at 2nd level, you can channel the power of the gem dragons to form claws made of psionic energy. They appear as shimmering, clear crystal claws that form around your own fingers. Manifesting the claws takes one standard action and 1 power point. The claws last for 1 minute per manifester level and deal 1d6 points of slashing damage (assuming you are Medium) plus your Strength bonus. You can attack with one claw as a standard action or both claws as a full-round action. In addition, in any round in which you take a standard action to manifest a psionic power, you can make a single claw attack as a swift action.
For every 2 additional power points you spend to manifest your dragon claws, you gain a +1 enhancement bonus on attack rolls and damage rolls with the claws (maximum +5). You can spend a number of power points on this ability equal to or less than your manifester level.
Breath Weapon (Su): At 4th level, you can manifest a breath weapon attack, similar to those of various dragons. Doing this costs 5 power points and deals cold, electricity, fire, or sonic damage (chosen at the time of manifestation; see below for details); a successful Reflex save (DC 10 + class level + your Int modifier) halves the damage. Each of the damage types acts slightly differently, as detailed below.
Cold: This 30-foot-long, cone-shaped breath weapon deals 5d8 points of cold damage and allows a Fortitude save (not a Reflex save) for half damage.
Electricity: This 60-foot-long, line-shaped breath weapon deals 5d6 points of electricity damage and adds 2 to the save DC.
Fire: This 30-foot-long, cone-shaped breath weapon deals 5d8 points of fire damage.
Sonic: This 30-foot-long, cone-shaped breath weapon deals 5d4 points of sonic damage and ignores objects' hardness.
For every additional power point you spend on your breath weapon, you deal an extra die of damage. You can spend a number of power points on this ability equal to or less than your manifester level.
Channel Dragon Wings (Su): Starting at 6th level, you can form wings made of psionic energy. The wings form without damaging or being hampered by any armor or clothing worn. Manifesting the wings costs 7 power points. The wings grant you a fly speed of 30 feet with perfect maneuverability and last for 1 minute per manifester level. You cannot fly if you are carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to fight or manifest psionic powers.
For every 2 additional power points you spend, your fly speed increases by 5 feet. You can spend a number of power points on this ability equal to or less than your manifester level.
Channel Dragon Tail (Su): Starting at 8th level, you can form a long dragon tail made of psionic energy. The tail appears to be a shimmering, clear, crystal appendage that grows from your own spine. Manifesting the tail costs 9 power points, and it lasts for 1 minute per level. The tail has twice your normal reach (thus, it has a reach of 10 feet if you are human but 20 feet if you are an ogre), and you can make a melee attack with it as a standard action, dealing 1d8 points of bludgeoning damage (assuming you are Medium) plus 1-1/2 × your Strength bonus. If you also have claws from your channel dragon claws ability, you can attack with the tail and both claws as a full-round action (treat the claws as secondary natural weapons for the purpose of your attack rolls). Your psychic tail can't make attacks of opportunity.
For every 2 additional power points you spend on your dragon tail, you gain a +1 enhancement bonus on attack rolls and damage rolls with the tail (max +5). You can spend a number of power points on this ability equal to or less than your manifester level.
Frightful Presence Aura (Su): At 10th level, you gain the ability to project a frightful presence aura similar to that of a dragon. Activating your frightful presence costs 11 power points; once activated, it remains active for 5 rounds. The frightful presence functions in a 60-foot radius. Any enemy within this area must make a Will save (DC 10 + class level + your Int modifier) or be shaken for the remainder of the frightful presence's duration. Creatures with fewer than half your Hit Dice are frightened rather than shaken.
For every additional power point you spend on your frightful presence aura, the duration increases by 1 round. You can spend a number of power points on this ability equal to or less than your manifester level.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Powers Known
1st 	+0 	+0 	+2 	+2 	Dragon augmentation, sleep/paralysis neutralization	—
2nd 	+1 	+0 	+3 	+3 	Channel dragon claws 	+1 level of existing manifesting class
3rd 	+2 	+1 	+3 	+3 	— 	+1 level of existing manifesting class
4th 	+3 	+1 	+4 	+4 	Breath weapon 	+1 level of existing manifesting class
5th 	+3 	+1 	+4 	+4 	Dragon augmentation 	+1 level of existing manifesting class
6th 	+4 	+2 	+5 	+5 	Channel dragon wings 	—
7th 	+5 	+2 	+5 	+5 	— 	+1 level of existing manifesting class
8th 	+6 	+2 	+6 	+6 	Channel dragon tail 	+1 level of existing manifesting class
9th 	+6 	+3 	+6 	+6 	— 	+1 level of existing manifesting class
10th 	+7 	+3 	+7 	+7 	Dragon augmentation, frightful presence aura 	+1 level of existing manifesting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Balance 	DEX 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Jump 	STR 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (psionics)	INT 	 	
Profession 	WIS 	 	
Psicraft 	INT 	 	
Ride 	DEX 	 	
Search 	INT 	 	
Swim 	STR 	 	
Use Psionic Device 	CHA 	 	
==Dragon Lord==
(Dragon Magic variant, p. 38)
A dragon lord is the general at the head of an army, the emperor at the helm of an empire, or the warleader who dominates a battlefield.
====Requirements====
Base Attack Bonus: +6
Skills: Intimidate 9 ranks
====Hit die====
d10
====Skill points====
2 + Int
====Class Features====
Draconic Aura: You know that the image and presence of a dragon can boost or destroy the morale of troops, an effect you study and build into your strategies. At 1st level, you gain the ability to project a single draconic aura chosen from those presented on page 86.
At 4th, 7th, and 10th level, you can add another draconic aura to the list of those you can project.
When you reach 5th level, the bonus granted by both of your auras increases to +2. At 9th level, the bonus granted by all three of your auras increases to +3. The aura gained at 10th level grants a +3 bonus, just as the other three auras you gained earlier.
Reckless Devotion (Su): When soldiers learn that a dragon fights on their side, they have greater incentive to struggle valiantly against the enemy—when victory seems assured, all want a share of the glory. Starting at 2nd level, you learn to inspire this kind of zeal in your followers, granting them a temporary boost in their combat abilities driven by fanatical devotion. Once per day, you can select a number of allies equal to your Charisma modifier (minimum 1) to gain the benefit of this ability. The chosen allies gain 5 temporary hit points, a +1 morale bonus on melee attack rolls and melee damage rolls, and a +1 morale bonus on saves. Any character who is your cohort or follower (as per the Leadership feat) gains twice the normal benefit (10 temporary hit points and a +2 bonus). All benefits last for a number of rounds equal to your class level. At 6th level, you can use this ability twice per day, and at 10th level, you can use it three times per day.
Divide and Conquer (Ex): Beginning at 3rd level, you gain the ability to fight even when assaulted from different sides, turning a disadvantage into a cunning strategy. Just as dragons can fight off foes when swarmed by lashing out in all directions, you learn to use your foes' distance to your advantage. Whenever you are flanked by two or more creatures, you gain a bonus on melee damage rolls against each flanker equal to 1/2 your dragon lord class level (rounded up). If you can't be flanked (such as if you have the improved uncanny dodge class feature), you still gain the benefit of this ability when opponents occupy flanking positions around you.
Dragon Leadership (Ex): Starting at 4th level, you add 2 to your Leadership score for the purpose of attracting a cohort with the dragonblood subtype. Most dragon lords prefer the Dragon Cohort feat (see Draconomicon) to the Leadership feat, but this benefit applies equally well to any feat or other benefit that grants you a cohort.
Crushing Defeat (Ex): Starting at 8th level, you gain the ability to demoralize your enemies by dealing with them harshly, ensuring that they know your power just as lesser beings know the power of true dragons. Whenever you slay or incapacitate an opponent (by reducing him to —1 or fewer hit points), you can make an Intimidate check as a free action to demoralize a number of foes equal to your Charisma modifier (minimum 1) within 60 feet (see the Intimidate skill, PH 76). This ability is a mind-affecting fear effect.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Draconic Auras Known
1st 	+1 	+2 	+0 	+0 	Draconic aura +1 	1
2nd 	+2 	+3 	+0 	+0 	Reckless devotion 1/day	1
3rd 	+3 	+3 	+1 	+1 	Divide and conquer 	1
4th 	+4 	+4 	+1 	+1 	Dragon leadership 	2
5th 	+5 	+4 	+1 	+1 	Draconic aura +2 	2
6th 	+6 	+5 	+2 	+2 	Reckless devotion 2/day	2
7th 	+7 	+5 	+2 	+2 	— 	3
8th 	+8 	+6 	+2 	+2 	Crushing defeat 	3
9th 	+9 	+6 	+3 	+3 	Draconic aura +3 	3
10th 	+10	+7 	+3 	+3 	Reckless devotion 3/day	4
==Dragonfire Adept==
(Dragon Magic variant, p. 24)
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind.
====Hit die====
d8
====Starting gold====
2d4x10
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: Dragonfire adepts are proficient with simple weapons, but not with armor or shields. Like arcane spellcasters, a dragonfire adept wearing armor or using a shield incurs a chance of arcane spell failure (all invocations have somatic components).
Invocations: A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will.
A dragonfire adept's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a dragonfire adept is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A dragonfire adept's caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the dragonfire adept's Cha modifier. Since spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a dragonfire adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.
Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
Finally, just like warlocks (see Complete Arcane), dragonfire adepts can qualify for some prestige classes usually intended for spellcasters. For details, see the Dragonfire Adepts and Prestige Classes sidebar on page 24.
Breath Weapon (Su): At 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. As you gain levels, your breath weapon's damage increases, as shown on Table 2—1.
You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).
At 10th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.
Dragontouched: At 1st level, you gain Dragontouched (see page 18) as a bonus feat.
Breath Effect: At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects in Table 2—2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon's damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can choose to apply any one breath effect that you know. The chosen effect either replaces the normal fire damage dealt by your breath weapon or replaces the standard area of your breath weapon. Some effects can be applied only to a cone-shaped breath weapon, and others only to a line-shaped breath weapon. You can't apply more than one breath effect to your breath weapon unless the effect specifically states otherwise. Also, you can't apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal fire breath weapon every round).
See page 77 in Chapter 3: Draconic Magic for full descriptions of the breath effects.
====Table 2—2: DRAGONFIRE ADEPT BREATH EFFECTS====
Min Level	Breath Effect 	Benefit
2nd 	Frost Breath 	Cone-shaped breath weapon deals cold damage
2nd 	Lightning Breath 	Line-shaped breath weapon deals electricity damage
2nd 	Sickening Breath 	Cone-shaped breath weapon sickens creatures
5th 	Acid Breath 	Breath weapon deals acid damage
5th 	Shaped Breath 	Create safe zones in your breath weapon's area
5th 	Slow Breath 	Cone-shaped breath weapon slows creatures
5th 	Weakening Breath 	Cone-shaped breath weapon imposes —6 penalty to Strength
10th 	Cloud Breath 	Breath weapon can take form of 20-foot radius cloud
10th 	Enduring Breath 	Breath weapon deals damage over 2 rounds
10th 	Sleep Breath 	Cone-shaped breath weapon puts weak creatures to sleep
10th 	Thunder Breath 	Cone-shaped breath weapon deals sonic damage
15th 	Discorporating Breath of Bahamut	Line-shaped breath weapon deals double damage, disintegrates creatures
15th 	Force Breath 	Line-shaped breath weapon deals force damage
15th 	Paralyzing Breath 	Cone-shaped breath weapon paralyzes creatures for 1 round
15th 	Fivefold Breath of Tiamat 	Breathe five different breath weapons simultaneously
Scales (Ex): At 2nd level, your skin becomes thick and scaly, granting you a +2 bonus to your natural armor. The scales can be of any color or metallic hue; they are often (but not always) of a draconic hue that matches your outlook and alignment. This bonus improves to +3 at 8th level, to +4 at 13th level, and to +5 at 18th level.
If you already have a natural armor bonus, use the higher of the two values.
Dragonkin (Ex): At 4th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.
Damage Reduction (Ex): At 6th level, you gain damage reduction 2/magic. At 16th level, this improves to damage reduction 5/magic.
Immunities (Ex): At 19th level, you gain immunity to paralysis and sleep.
===Advancement===
Level	BAB 	Fort	Ref	Will	Special 	Invocations Known
1st 	+0 	+2 	+0 	+2 	Breath weapon 1d6, Dragontouched, least invocations	1
2nd 	+1 	+3 	+0 	+3 	Breath effect, scales +2 	1
3rd 	+1 	+3 	+1 	+3 	Breath weapon 2d6 	2
4th 	+2 	+4 	+1 	+4 	Dragonkin 	2
5th 	+2 	+4 	+1 	+4 	Breath weapon 3d6, breath effect 	2
6th 	+3 	+5 	+2 	+5 	Damage reduction 2/magic, lesser invocations 	3
7th 	+3 	+5 	+2 	+5 	Breath weapon 4d6 	3
8th 	+4 	+6 	+2 	+6 	Scales +3 	4
9th 	+4 	+6 	+3 	+6 	Breath weapon 5d6 	4
10th 	+5 	+7 	+3 	+7 	Breath weapon range doubles, breath effect 	4
11th 	+5 	+7 	+3 	+7 	Breath weapon 6d6, greater invocations 	5
12th 	+6/+1 	+8 	+4 	+8 	Breath effect 	5
13th 	+6/+1 	+8 	+4 	+8 	Scales +4 	6
14th 	+7/+2 	+9 	+4 	+9 	Breath weapon 7d6 	6
15th 	+7/+2 	+9 	+5 	+9 	Breath effect 	6
16th 	+8/+3 	+10 	+5 	+10 	Damage reduction 5/magic, dark invocations 	7
17th 	+8/+3 	+10 	+5 	+10 	Breath weapon 8d6 	7
18th 	+9/+4 	+11 	+6 	+11 	Scales +5 	8
19th 	+9/+4 	+11 	+6 	+11 	Immunities 	8
20th 	+10/+5	+12 	+6 	+12 	Breath weapon 9d6, breath effect 	8
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Bluff 	CHA 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Decipher Script 	INT 	 	
Diplomacy 	CHA 	 	
Intimidate 	CHA 	 	
Jump 	STR 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (architecture and engineering)	INT 	 	
Knowledge (dungeoneering) 	INT 	 	
Knowledge (geography) 	INT 	 	
Knowledge (history) 	INT 	 	
Knowledge (local) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (nobility and royalty) 	INT 	 	
Knowledge (psionics) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes) 	INT 	 	
Listen 	WIS 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Speak Language 	None 	 	
Spellcraft 	INT 	 	
Spot 	WIS 	 	
Use Magic Device 	CHA 	 	
==Hand of the Winged Masters==
(Dragon Magic variant, p. 43)
Dragons often need expert servants to be their eyes, ears, and hands in humanoid society.
====Requirements====
Base Attack Bonus: +4
Skills: Bluff 4 ranks , Hide 4 ranks , Move Silently 4 ranks , Knowledge (arcana) 4 ranks , Sense Motive 4 ranks
Feats: Dragontouched
Language: Draconic. Special: Sneak attack, sudden strike, or skirmish +2d6.
====Hit die====
d8
====Skill points====
6 + Int
====Class Features====
Draconic Senses: At 1st level, you gain Draconic Senses (see page 17) as a bonus feat, even if you don't meet its prerequisite. If you already have Draconic Senses, you can instead take any other draconic feat for which you meet the prerequisite.
Special Attack (Ex): At 2nd level, 5th level, and 8th level, your sneak attack, skirmish, or sudden strike ability deals an extra 1d6 points of damage. If you have more than one of these abilities, you can improve any one ability of your choice (choose each time you gain this benefit).
Dragonfire Strike: At 3rd level, you gain Dragonfire Strike (see page 18) as a bonus feat, even if you don't meet its prerequisite. If you already have Dragonfire Strike, you can instead take any other draconic feat for which you do meet the prerequisite.
Master's Gift (Su): Starting at 7th level, you are so attuned to the arcane powers of your dragon master that beneficial arcane spells have an improved effect on you. Any arcane spell that is harmless (those that include the word "harmless" in their saving throw entry) has twice the standard duration when cast on you. If the spell is cast on multiple targets, the duration is doubled only for you.
Improved Dragonfire Strike (Su): At 9th level, you gain the ability to deal extra damage when using your Dragonfire Strike feat. Whenever you choose to convert your sneak attack, skirmish, or sudden strike damage to energy damage by using this feat, you can add an extra 1 point of damage per die rolled. For example, if you have sneak attack +6d6, you would deal 6d6+6 points of fire damage with your Dragonfire Strike feat.
True Stealth (Ex): At 10th level, you gain a heightened awareness of the difficulties involved with concealing your presence from advanced senses. This ability helps you learn to avoid even the keenest senses. If you take a —10 penalty on Hide or Move Silently checks (as appropriate), you can use these skills to conceal yourself from scent, tremorsense, blindsense, and blindsight. Creatures using those sensory abilities must make an opposed Listen or Spot check to notice you.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+0 	+0 	+2 	+2 	Draconic Senses
2nd 	+1 	+0 	+3 	+3 	Special attack +1d6
3rd 	+2 	+1 	+3 	+3 	Dragonfire Strike
4th 	+3 	+1 	+4 	+4 	—
5th 	+3 	+1 	+4 	+4 	Special attack +2d6
6th 	+4 	+2 	+5 	+5 	—
7th 	+5 	+2 	+5 	+5 	Master's gift
8th 	+6 	+2 	+6 	+6 	Special attack +3d6
9th 	+6 	+3 	+6 	+6 	Improved dragonfire strike
10th 	+7 	+3 	+7 	+7 	True stealth
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Balance 	DEX 	 	
Bluff 	CHA 	 	
Climb 	STR 	 	
Craft 	INT 	 	
Decipher Script 	INT 	 	
Diplomacy 	CHA 	 	
Disable Device 	INT 	 	
Disguise 	CHA 	 	
Escape Artist 	DEX 	 	
Forgery 	INT 	 	
Gather Information	CHA 	 	
Hide 	DEX 	 	
Intimidate 	CHA 	 	
Jump 	STR 	 	
Knowledge (arcana)	INT 	 	
Knowledge (local) 	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Open Lock 	DEX 	 	
Profession 	WIS 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Sleight of Hand 	DEX 	 	
Spot 	WIS 	 	
Survival 	WIS 	 	
Swim 	STR 	 	
Tumble 	DEX 	 	
Use Rope 	DEX 	 	
==Pact-bound Adept==
(Dragon Magic variant, p. 46)
Pact-bound adepts are sorcerers who have learned to transcend their beliefs about spells and magic and embrace arcane power as dragons do.
====Requirements====
Skills: Knowledge (arcana) 9 ranks , Spellcraft 9 ranks
Feats: Draconic Heritage
Spellcasting: Must be able to cast 3rd-level arcane spells. Special: Must have an active dragonpact (see page 87) with a dragon.
====Hit die====
d4
====Skill points====
2 + Int
====Class Features====
Spellcasting: At each level other than 1st and 4th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also attained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a pact-bound adept, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Improved Pact (Su): You learn to alter the magic that flows through you so that you can gain greater benefits by way of your dragonpact. At 1st level, your caster level with spell-like abilities from your dragonpact improves by one. In addition, at 1st level choose a single dragonpact that you currently have; you gain spell-like abilities as if you had sacrificed a spell one level higher than the actual spell sacrificed.
For example, a pact-bound adept who has sacrificed a 3rd level spell as part of the flames of crimson wrath dragonpact would gain three daily uses of burning hands and two daily uses of protection from energy (fire), as if she had sacrificed a 4th-level spell.
At 4th level, your caster level with dragonpact spell-like abilities improves by another one, and the spell-like abilities from your chosen dragonpact improve as if you had sacrificed a spell two levels higher than the actual spell sacrificed. Each time you enter into a new dragonpact, you can choose to apply this benefit to the new dragonpact in place of the previous dragonpact.
Dragoncast (Su): Starting at 2nd level, you become able to channel magical energy in much the same way that dragons do. Three times per day, you can cast any arcane spell (of a level equal to or less than your class level) as though it were affected by both the Silent Spell and Still Spell metamagic feats, removing the need for any verbal and somatic components. Neither the casting time of the spell nor the spell's level changes for this casting.
Eschew Materials: At 3rd level, you gain Eschew Materials as a bonus feat. If you already have this feat, you can choose any other feat for which you meet the prerequisite.
Bonus Dragonpact: At 5th level, you gain the ability to enter into a second dragonpact. The second dragonpact can be with the same dragon or another dragon, even of another kind. You can't enter into the same dragonpact twice.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+0 	+2 	+2 	Improved pact +1	—
2nd 	+1 	+0 	+3 	+3 	Dragoncast 	+1 level of existing arcane spellcasting class
3rd 	+1 	+1 	+3 	+3 	Eschew Materials	+1 level of existing arcane spellcasting class
4th 	+2 	+1 	+4 	+4 	Improved pact +2	—
5th 	+2 	+1 	+4 	+4 	Bonus dragonpact	+1 level of existing arcane spellcasting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Knowledge (arcana)	INT 	 	
Profession 	WIS 	 	
Spellcraft 	INT 	 	
==Swift Wing==
(Dragon Magic variant, p. 50)
Swift wings are church servants who see themselves as the fast-moving, hard-hitting crusaders of their god's cadre of worshipers.
====Requirements====
Base Attack Bonus: +3
Languages: Draconic. Spellcasting: Ability to cast 3rd-level divine spells. Special: Ability to turn undead.
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Weapon Proficiency: You gain proficiency with your deity's favored weapon.
Spellcasting: At every level except 1st and 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a swift wing, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Dragon Affinity (Ex): Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At 1st level, select one kind of dragon (such as gold or red) that has an alignment within one step of your deity's alignment. Your affinity for this kind of dragon grants you a +5 circumstance bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks made regarding dragons of this variety.
Dragon Domain: At 1st level, you gain the granted power and spell access of the Dragon domain. If your spellcasting doesn't normally allow domain access, you can add the spells of the Dragon domain to the spell list of your divine spellcasting class.
Draconic Senses: At 2nd level, you gain Draconic Senses (see page 17) as a bonus feat, even if you don't meet the prerequisite. If you already have this feat, you can select any other draconic feat for which you meet the prerequisite.
Breath of Life (Su): At 3rd level, you gain the ability to channel positive energy into a breath weapon. As a standard action, you can spend one use of your turn undead ability to create a 30-foot-long, cone-shaped breath weapon. The breath weapon deals 1d6 points of damage per level to undead; a successful Reflex save (DC 10 + class level + Cha modifier) halves this damage. Living creatures within the area of the breath weapon are instead healed of 1 point of damage per level.
Energy Resistance (Ex): At 4th level, your link to the dragon variety you have affinity with grows to grant you energy resistance. Choose one energy type (acid, cold, electricity, fire, or sonic) that your affiliated dragon kind either is immune to, resistant to, or deals as damage with a breath weapon. You gain resistance 20 to that energy type. If your chosen dragon variety has no energy immunity, energy resistance, or energy breath weapon, you gain resistance to fire 20.
Wings (Su): At 5th level, you gain the ability to sprout and dismiss wings as a free action. The wings are supernatural effects, growing through clothing and armor without damaging them. The wings match the appearance of the wings of the dragon variety you have affinity with.
With the wings, you can fly at a speed equal to your land speed with good maneuverability. You can fly in light, medium, or heavy armor, but not when carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to cast spells, make ranged attacks, or take other actions.
At 10th level, your fly speed increases to twice your base land speed.
This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (MM 303) and Wingover (MM 304).
Damage Reduction (Su): At 7th level, your link to draconic energies gives you a hide as tough as a dragon's, though you look no different. You gain damage reduction 5/magic.
Energy Immunity (Su): At 9th level, your link to draconic energy is so complete that you gain immunity to the energy type you selected for resistance at 4th level.
Draconic Surge (Ex): At 10th level, you become filled with draconic energy, making you physically and mentally more dragonlike. You gain a +1 bonus to Strength, Dexterity, or Constitution (your choice), and a +1 bonus to Intelligence, Wisdom, or Charisma (your choice). Once you have assigned these bonuses to two ability scores, they cannot be changed. Often, the draconic surge is accompanied by a slight physical change in your appearance—for example, your eyes might become more dragonlike, or your hair might change color to match the hue of the dragon variety you have affinity with.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+2 	+2 	+0 	Dragon affinity, Dragon domain	—
2nd 	+1 	+3 	+3 	+0 	Draconic Senses 	+1 level of existing divine spellcasting class
3rd 	+2 	+3 	+3 	+1 	Breath of life 	+1 level of existing divine spellcasting class
4th 	+3 	+4 	+4 	+1 	Energy resistance 	+1 level of existing divine spellcasting class
5th 	+3 	+4 	+4 	+1 	Wings 	—
6th 	+4 	+5 	+5 	+2 	— 	+1 level of existing divine spellcasting class
7th 	+5 	+5 	+5 	+2 	Damage reduction 5/magic 	+1 level of existing divine spellcasting class
8th 	+6 	+6 	+6 	+2 	— 	+1 level of existing divine spellcasting class
9th 	+6 	+6 	+6 	+3 	Energy immunity 	+1 level of existing divine spellcasting class
10th 	+7 	+7 	+7 	+3 	Draconic surge 	+1 level of existing divine spellcasting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Bluff 	CHA 	 	
Concentration 	CON 	 	
Diplomacy 	CHA 	 	
Gather Information 	CHA 	 	
Heal 	WIS 	 	
Intimidate 	CHA 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes)	INT 	 	
Listen 	WIS 	 	
Spellcraft 	INT 	 	
Spot 	WIS 	 	
==Wyrm Wizard==
(Dragon Magic variant, p. 55)
Wyrm wizards are spellcasters who learn new spells not through research and experimentation but rather by tapping into the vast wealth of arcane knowledge possessed by dragons.
====Requirements====
Skills: Knowledge (arcana) 9 ranks , Spellcraft 9 ranks
Languages: Draconic. Feats: Any metamagic feat. Spellcasting: Ability to prepare and cast 1st-level arcane spells.
====Hit die====
d4
====Skill points====
4 + Int
====Class Features====
Spellcasting: At every level other than 2nd, 4th, and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wyrm wizard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Knowledge of the Wyrm (Ex): You spend a great deal of time exploring the depths of a dragon's magical knowledge, giving you a distinct advantage over spellcasters who do not have the benefi t of draconic tutelage. Starting at 1st level, by spending at least 1 hour doing nothing but performing research, you can add your class level as an insight bonus on Knowledge (arcana) checks made for the next 8 hours. You need not consult with a dragon to gain this insight, though if you do, the insight bonus improves by 2.
At 5th level, you also gain this bonus on Spellcraft checks, for the same duration.
Spell Research (Ex): One of the greatest advantages that you gain from consulting draconic lore is the ability to unlock magical secrets forbidden to other wizards. Starting at 2nd level, select one spell from any class's spell list (including divine spells), of a level equal to or lower than the highest-level arcane spell you can prepare and cast. You can add this spell to your arcane spellcasting class spell list as a spell of the same level; all other aspects of the spell remain unchanged. At every even-numbered level thereafter, you gain the knowledge and use of one additional spell in this manner.
Draconic Discovery (Ex): At 3rd level, you make startling discoveries into the nature of magic thanks to the unique insight of your dragon mentors. Select any arcane spell of up to 2nd level that you are capable of preparing and casting, and any one metamagic feat you know (with a maximum spell slot adjustment of four). Once per day, you can apply the effect of that metamagic feat to the chosen spell without adjusting the spell slot of the spell or preparing it ahead of time.
At 6th level, you can select a second arcane spell (of up to 4th level) to gain this benefi t (choosing either the same or a different metamagic feat that you know). At 9th level, you can select a third arcane spell (of up to 6th level) to gain this benefi t, again selecting either the same or a different metamagic feat that you know.
Convert Counterspell (Su): Starting at 7th level, you can identify the components of an incoming spell instantaneously and convert stored arcane energy into a counterspell. You can lose any prepared spell of 3rd level or higher in order to cast dispel magic as a counterspell, or you can lose any prepared spell of 6th level or higher in order to cast greater dispel magic as a counterspell. This ability does not allow you to convert spells for general use into dispel magic and only applies to counterspelling. The normal rules for casting a counterspell still apply.
Break Spell Resistance (Su): At 10th level, you gain great insight into the way creatures naturally resist magic by studying the magical defenses of dragons. Whenever you succeed on a caster level check to overcome a target's spell resistance, you can lose a prepared spell as a free action to negate the target's spell resistance. The target loses its spell resistance for a number of rounds equal to the level of the spell you expended.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+0 	+0 	+2 	Knowledge of the wyrm 	+1 level of existing arcane spellcasting class
2nd 	+1 	+0 	+0 	+3 	Spell research 	—
3rd 	+1 	+1 	+1 	+3 	Draconic discover (2nd) 	+1 level of existing arcane spellcasting class
4th 	+2 	+1 	+1 	+4 	Spell research 	—
5th 	+2 	+1 	+1 	+4 	Knowledge of the wyrm 	+1 level of existing arcane spellcasting class
6th 	+3 	+2 	+2 	+5 	Draconic discovery (4th), spell research	—
7th 	+3 	+2 	+2 	+5 	Convert counterspell 	+1 level of existing arcane spellcasting class
8th 	+4 	+2 	+2 	+6 	Spell research 	+1 level of existing arcane spellcasting class
9th 	+4 	+3 	+3 	+6 	Draconic discovery (6th) 	+1 level of existing arcane spellcasting class
10th 	+5 	+3 	+3 	+7 	Break spell resistance, spell research 	+1 level of existing arcane spellcasting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Craft 	INT 	 	
Decipher Script 	INT 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (architecture and engineering)	INT 	 	
Knowledge (dungeoneering) 	INT 	 	
Knowledge (geography) 	INT 	 	
Knowledge (history) 	INT 	 	
Knowledge (local) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (nobility and royalty) 	INT 	 	
Knowledge (psionics) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes) 	INT 	 	
Profession 	WIS 	 	
Spellcraft 	INT 	 	
Category:DND
Category:3.5e
Category:Dragon Magic
Category:Classes
Category:Dragon Magic Classes