Dragon Knight (3.5e Alternate Class Feature)
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Class: Paladin
Level: 1-20
Replaces: Lay On Hands, Skill List, Remove Disease, Divine Health, Alignment Requirements, Code of Conduct/Code of Honor
Benefit: You gain the following abilities.
Totem Dragon: At 1st level, you choose a type of true dragon. Your alignment must be within a step of the dragon's, as shown at the end of the decription; You gain additional skills and a particular type of breath weapon based on your choice. These skills are added to your Paladin skill list; If your choice grants a skill is already on your llass list, you gain a +1 bonus to all checks made with that skill. This alters the Paladin's normal alignment requirements, and alters, but does not replace, the normal Paladin skill list.
Touch of Vitality (Su): Beginning at 1st level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day, you can heal a number of points of damage equal to twice your class level, multiplied by your Charisma bonus. For example, a 7th-level Dragon Knight Paladin with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your Touch of Vitality is a standard action, and has no effect on undead, as it is not positive energy.
Beginning at 5th level, if you have enough ranks in Heal, you can choose to spend some of the healing bestowed by your Touch of Vitality to remove other harmful conditions affecting the target.
- At 5th level, if you have 8 or more ranks in Heal, for every 5 points of your healing ability you expend, you can cure 1 point of ability damage, or remove the dazed, fatigued, or sickened condition from one individual.
- At 7th level, if you have 10 or more ranks in Heal, for every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
- At 11th level, if you have 14 or more ranks in Heal, for every 20 points of your healing ability you expend, you can remove a negative level, or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Touch of Vitality is otherwise identical to the ability of the same name granted by the Dragon Shaman class, and level in Dragon Shaman stack with your Paladin levels for determining the size of the pool and the ailments you can repair. Touch of Vitality replaces Lay On Hands, but still counts as Lay On Hands for all intents and purposes, such as for prerequisites.
Dragon Breath (Su): At 4th level, you gain a breath weapon of a shape and element corresponding to your Totem Dragon. Each Breath Weapon, regardless of type or shape, deals 2d4 damage, plus 1d4 damage for every 3 Paladin levels you possess. A successful Reflex save halves the damage; The Save DC for this ability is equal to 10 + 1/2 your Paladin level + your Charisma modifier. Once used, you must wait 1d4+1 rounds before using your breath weapon again.
Cone-shaped breath weapons extend out to 15 feet when first gained, then to 30 feet at 12th level and 60 feet at 20th level. Line-shaped breath weapons have their ranges doubled, to 30ft, 60ft and 120ft respectively.
Against creatures of an alignment opposing your Totem Dragon's (Evil for Metallic dragons, Good for Chromatic dragons), your breath weapon is Empowered, dealing 50% additional damage. Against Dragons whose alignments oppose your Totems, and against creatures with the Good subtype (If your totem is Chromatic) or with the Evil subtype (If your totem is Metallic), half of the damage dealt by your breath weapon (Rounded up) is Divine damage, ignoring immunities and resistances to the type of damage your breath weapon normally deals. For example, if a 7th-level Gold Dragon Knight used his Breath Weapon (Normally 4d4 Fire damage) against a red dragon, his breath weapon would deal 6d4 Fire damage, and half of this damage would ignore the red dragon's immunity to Fire damage.
This replaces the Paladin's normal abilities to resist and cure diseases.
Dragon Type | Alignment | Skills | Breath Weapon |
---|---|---|---|
Black | NE, CE, CN | Hide, Move Silently, Swim | Line of acid |
Blue | NE, LE, LN | Bluff, Hide, Spellcraft | Line of electricity |
Brass | NG, CG, CN | Bluff, Gather Information, Survival | Line of fire |
Bronze | NG, LG, LN | Disguise, Survival, Swim | Line of electricity |
Copper | NG, CG, CN | Bluff, Hide, Jump | Line of acid |
Gold | NG, LG, LN | Disguise, Heal, Swim | Cone of fire |
Green | NE, LE, LN | Bluff, Hide, Move Silently | Cone of acid |
Red | NE, CE, CN | Appraise, Bluff, Jump | Cone of fire |
Silver | NG, LG, LN | Bluff, Disguise, Jump | Cone of cold |
White | NE, CE, CN | Hide, Move Silently, Swim | Cone of cold |
Ex-Dragon Knights[edit]
Dragon Knights who change alignment could lose their powers. If a Dragon Knight changes to an alignment still appropriate to the Dragon to which he is already dedicated, nothing happens. However, if the Dragon Knight changes to an alignment inappropriate for his chosen Dragon, he immediately loses all abilities granted by the Dragon Knight class and becomes an ex-Dragon Knight.
An ex-Dragon Knight can choose a new color or metallic hue of true Dragon to emulate and thus regain the powers granted by the class. To switch to a new totem Dragon, he must find a Dragon Knight or Dragon Shaman of higher level who is dedicated to that Dragon type. The higher-level Dragon Knight/Shaman must willingly expend all her touch of vitality on the ex-Dragon Knight each day for a week. At the end of the week, the ex-Dragon Knight gains the class features of a Dragon Knight dedicated to the newly chosen totem Dragon, including exchanging the focus of any class-granted Skill Focus feats. Most Dragon Knights who are asked to perform this service demand payment in the form of some great deed. This deed might be a demand that the ex-Dragon Knight retrieve magic items that will add to his sponsor's power or simply a short quest to prove the ex-Dragon Knight's worth.
Dragon Knights can go through the same process to switch chosen totem Dragons even if they don't change alignment. If a Dragon Knight has an alignment appropriate for a different true Dragon color or hue, the Knight can switch to that kind of Dragon through a process identical to the one described above for ex-Dragon Knights.
This alters, but does not replace, the normal Code of Conduct for a Paladin, and is added to such things as an Eddanic Paladin's Code of Honor.
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