User:Qwertyu63

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Revision as of 18:04, 10 November 2016 by 128.146.113.221 (talk)
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As a convenience, my works are listed here:


Everything below this point is partially completed ideas I'm working on. Ignore them for now.

WIP The Paragon: Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Grace, Mercy, Guide My Blade, Eyes of the Soul 2nd +2 +3 +0 +0 Shield of Faith, Guardian 3rd +3 +3 +1 +1 Healing Hands (1d10), Armor of Light 4th +4 +4 +1 +1 Sacred Blade 5th +5 +4 +1 +1 Flames of Truth (2d6+Cha) 6th +6/+1 +5 +2 +2 Armor of Conviction 7th +7/+2 +5 +2 +2 8th +8/+3 +6 +2 +2 Healing Hands (2d10) 9th +9/+4 +6 +3 +3 10th +10/+5 +7 +3 +3 Flames of Truth (3d6+Cha+Wis) 11th +11/+6/+1 +7 +3 +3 12th +12/+7/+2 +8 +4 +4 13th +13/+8/+3 +8 +4 +4 14th +14/+9/+4 +9 +4 +4 15th +15/+10/+5 +9 +5 +5 16th +16/+11/+6/+1 +10 +5 +5 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 19th +19/+14/+9/+4 +11 +6 +6 20th +20/+15/+10/+5 +12 +6 +6

Alignment: Any Good Hit Die: d10

Class Skills: The Paragon’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Listen(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot(Wis).

Skill Points at first level: (4+Int modifier)*4 Skill Points at each additional level: 4+Int modifier

Weapon and Armor Proficiency: Paragons are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Grace: The forces of Good empower the Paragon with great physical abilities. They have a number of Grace points per day equal to double their Paragon level plus their Wisdom modifier plus their Charisma modifier (that is [level*2]+Wis+Cha). They can spend these points to activate various class features.

Mercy (Ex): The paragon takes no penalty when choosing to do non-lethal damage.

Guide My Blade (Su): When making a melee attack, the Paragon can, by spending 1 Grace point, add a bonus to the attack roll equal to their Wisdom modifier. As an added bonus, if the target of the attack is evil, the bonus is added to the damage roll as well.

Eyes of the Soul (Sp): The Paragon has Detect Evil as a spell-like ability, usable at will.

Shield of Faith (Su): Starting at 2nd level, the Paragon gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Guardian (Ex): Starting at 2nd level, the Paragon can intercede on behalf of their allies. By spending 1 Grace point as an immediate action, the Paragon can intercept an attack targeting an ally within 5 feet. The attack intercepted targets the Paragon instead; treat the Paragon as in that allies space for the purposes of range.

Healing Hands (Su): Starting at 3rd level, the Paragon can heal others. By spending 1 Grace point as a standard action, the Paragon can heal an ally 1d10 points of damage. This effect has a range of touch.

At 8th level, the healing from this class feature is increased to 2d10.

Armor of Light (Su): Starting at 3rd level, the Paragon can shield themselves from attack. When attacked, the Paragon can, by spending 1 Grace point, adds their Wisdom modifier to their AC. This AC bonus only applies to that one attack.

Sacred Blade (Ex): Starting at 4th level, the Paragon adds their Charisma bonus (if any) to all attack rolls. As an added bonus, if the target of the attack is evil, the bonus is added to the damage roll as well.

Flames of Truth (Sp): Starting at 5th level, the Paragon can launch the flame of truth at the enemies of good. As an attack (i.e. either a standard action or part of a full attack), they can spend 1 Grace Point to launch a blast of white flame at a target within 50 feet. This is a ranged touch attack that deals 2d6 sacred damage plus the Paragon's Charisma modifier.

At 10th level, the damage from this class feature is increased to 3d6 plus the Paragon's Charisma modifier and their Wisdom modifier.

Armor of Conviction (Ex): Starting at 6th level, the Paragon adds their Charisma bonus (if any) to their Armor Class.




General Features: Dragon Voice (Ex): Dragonsouls have an innate knowledge of the language of dragons. They gain Draconic as an automatic language.

Dragon Eternity (Ex): Dragonsouls age much slower. The start point of each of their age categories is multiplied by 10.

Dragon Soul (Ex): Dragonsouls can cull great power from within their soul. Every level, they must choose one Soul Feature. They gain the chosen feature.

Dragon Form (Ex): If you have any Form Soul Features, you can enter and exit dragonform as a full-round action. Dragonform has no effect on its own; however, the Form Soul features each provide effects.


Soul Features: Dragon Claws (Form): Benefit: While in dragonform, you gain a set of natural weapons; you gain a primary bite attack (damage 1d6+Str) and 2 secondary claw attacks (damage 1d6+1/2 Str).

Dragon Scales (Form): Benefit: While in dragonform, you gain a +3 natural armor bonus and immunity to fire damage.

Dragon Presence (Form): Benefit: While in dragonform, you gain the ability of frightful presence. When you attack or charge, all foes within 40 feet must make a Will save (DC 10+1/2 your HD+your Cha). Those who fail are shaken for 1d6+your Cha modifier rounds. A sucessful save indicates that the opponent is immune to the your frightful presence for 24 hours. Dragons are immune to your frightful presence and vice versa (you retain this immunity while not in dragonform).

Dragon Wings (Form): Beneift: While in dragonform, you gain a natural fly speed of 40 feet (average maneuverability).

Dragon Stature (Form): Benefit: While in dragonform, you increase in size by one size category. In addition, your Strength score increases by 2 (this bonus only applies in dragonform).

Dragon Heart: Benefit: You gain a single Dragon hit die. This grants you (assuming you have no other dragon hit dice) 1d12 hit points, +1 BAB, +2 to all saving throws and 6+Int skill points; the class skills for this hit die are as follows: Craft, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft and Spot. This hit die, while increasing your total hit dice, does not increase your ECL.

Dragon Eyes: Benefit: You gain Darkvision out to a range of 60 feet and low-light vision. In addition, you get +4 to all Spot checks.

Dragon Fire: Benefit: You gain a breath weapon usable as a standard action. Your breath weapon is a 50 foot line, dealing 1d6 fire damage plus 1d6 fire damage for every 2 hit dice you have. Effected creatures may attempt a Reflex save (DC 10+1/2 your HD+Con modifier) to half the damage. You may use this breath weapon once every 1d4 rounds.

Dragon Will: Benefit: You get a +3 bonus to Will saves. In addition, you have spell resistance equal to 11+your HD.

Dragon Endurance: Benefit: You get a +3 bonus to Fortitude saves. In addition, your maximum hit points are increased by 1 per hit die. Lastly, your aging stops completely; you are now ageless.

Dragon Magic: Benefit: You gain minor spellcasting; you gain spellcasting as a second level sorcerer. In addition, you gain Eschew Materials as a bonus feat.

Dragon Link: Benefit: You gain a drake as a loyal dragon companion and servant. This companion gains extra hit dice equal to half your level minus one ([level/2]-1). If you lose this companion, you can resurrect them with a magical ritual that costs 100 gp and takes 24 hours.

Dragon Blade: Benefit: You gain a Blade of the Dragonslayer. If you lose this blade, you can summon it with a magical ritual that costs 100 gp and takes 24 hours; if it is destroyed, you can re-create it with the same ritual.



Drake: Size/Type: Tiny Dragon Hit Dice: 1d12 (6 hp) Initiative: +1 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13. Base Attack/Grapple: +1/-9 Attack: Bite +2 melee (1d4) Full Attack: Bite +2 melee (1d4) Space/Reach: 2½ ft./0 ft. Special Attacks: -- Special Qualities: Darkvision 60 ft, immunity to sleep and paralysis, low-light vision, fire resistance 5, change shape. Saves: Fort +3, Ref +3, Will +3 Abilities: Str 10, Dex 13, Con 12, Int 8, Wis 12, Cha 6 Skills: Listen +7, Spot +7 Feats: Alertness, Weapon Finesse (B) Organization: Solitary Challenge Rating: 1 Alignment: Any Advancement: 1-3 HD (Tiny); 4-6 HD (Small) Level Adjustment: --

A dragon born with the soul of a mortal race, a drake is substantially weaker than normal dragons. Due to this missing core, the drake lacks the magical abilties of full-powered dragons. However, they can draw unique minor abilities from the soul they do have.

Change Shape (Su): A drake with at least 4 hit dice has a single Small humanoid form they can assume.


Blade of the Dragonslayer (minor artifact): The blade of the dragonslayer (also known as the blade of dragonsbane) is a powerful weapon in the fight against dragons. It is a +1 longsword in most cases; however, when attacking a dragon, it is a +4 longsword that deals an extra 3d6 points of damage. In addition, while in hand it grants a +3 dodge bonus to AC against the natural weapons of dragons and +3 dodge bonus to Reflex saves against the breath weapons of dragons.



https://www.cartographersguild.com/showthread.php?t=19730