From Compendium of Worldly Lore
Summary
The blood of dragons is a powerful substance that resonates with even greater power when it is allowed to flow. Dragon blood runs deep, and the spark of its magic can awaken even a thousand generations after the seed was planted. While anyone with enough drive and knowledge can learn the other disciplines of dracomancy, the magic of the blood is accessible only to sorcerers or those who can claim a dragon as an ancestor.
Ascendancy is the magical equivalent of heraldry, a discipline of dragon magic that searches within the self for traces of draconic blood that will power abilities. Because of its very nature, it is a restricted field of study, one with very few scholars devoted to it. The few masters who have studied it often pass their knowledge on through oral tradition rather than writing it down, and the few texts that describe how to tap the inner power of draconic heritage discuss it more in philosophical and metaphorical terms than giving precise guidelines.
Anyone may be directly or indirectly descended from a dragon but only those who learn to channel arcane energies can truly enjoy the benefits of such heritage. People without magical training can only hope to gain one or two small gifts, if the blood boils to the surface. In other cases, draconic blood can manifest suddenly and violently, transforming the hapless descendant into a hybrid of his draconic ancestor and his own race. The rules of ascendancy are poorly understood.
Ascendancy Features
The children of dragons have their ancestor’s power locked inside their heart, and only those aware of their heritage and willing to explore it can release fractions of it. Draconic ascendancy features are a cross between feats and extraordinary, supernatural and spell-like abilities. Characters that meet the prerequisites and pay the cost can awaken and use them freely, although most of them are restricted to those who can channel arcane energy, for that is the only way to ignite the traces of draconic blood that power ascendancy features.
Learning Ascendancy Features
All the following draconic ascendancy features include in their description how to learn them and use them. Learning a feature is called ‘unlocking’, as it already lies dormant in the character’s blood by virtue of his draconic heritage.
To unlock ascendancy features, the character must meet certain prerequisites before paying the cost. Some features require that the character be of certain level, as the dormant blood will only awaken in strong individuals. Many features also require that the character is able to cast arcane spells of a certain level, for they require arcane energy to even awaken, let alone be activated. Finally, certain features require that the character already possess a feat or another ascendancy feature. Some features are equivalent to feats, and a character who has either is considered to meet the prerequisite. Each feature indicates what feat it is equivalent to.
If the character meets the prerequisites, he can pay the unlocking cost. Most costs are paid for in experience points, either a fixed amount or a result of the character’s current level. Other costs are expressed in devoted spell slots. Like the mental strain incurred by learning High Draconic, some ascendancy features require arcane energy to remain restrained. The devoted spell slot remains unavailable to the caster as if he had used it for the day. For wizards, this means they cannot prepare spells of the devoted levels; bards and sorcerers cannot use the devoted spells’ slots to cast their spells.
If the caster uses the spell slot he devoted to unlock the ascendancy feature, it goes dormant and the character must pay the cost of unlocking it again.
Using Features
Features are considered extraordinary, supernatural or spell-like ability, and their activation time depends on their nature and is defined in their description after the method of activation. There are two main methods of activating a feature:
Spell Slots
The character burns a spell slot just as if he were casting a spell. The feature’s description indicates the level of the spell slot that must be sacrificed in this way. Wizards must discard one of their prepared spells of the appropriate level, while sorcerers and bards simply use one of their daily spell slots. If a dragon-blooded cleric has access to the Magic domain, he can use his domain spell to activate an ascendancy feature. Sorcerers can sacrifice a higher level spell slot to activate a feature or a number of lower level slots that add up to the required level but other casters must sacrifice a slot of the right level.
Die Roll
The character is required to succeed at a skill check, ability check or saving throw. The difficulty of these rolls is indicated in the feature’s description. Particularly powerful features require spell slots and a die roll. The feature remains activated for a limited time, although some features can alter this duration.
Appearance
Appearance There is no way to hide the use of an ascendancy feature. As the character invokes the power of his blood to activate it, his appearance changes slightly to reflect his lineage. Anatomical features carry their appearance change with them, as the character shifts part of his body to resemble that of a dragon but other features have more subtle, though no less impressive, secondary effects. Eyes may change color and the pupils become slitted, the tongue may fork, the character may exude an odor corresponding to his ancestral species or a ghostly image of his ancestor may appear behind him, revealing that he has the soul of a dragon. This appearance change is different for each feature, and it fades away as its duration comes to an end, but some may wish to make the change permanent, to reflect the power of their blood and enjoy its benefits.
Dragons who witness the changes will react depending on their disposition and the species the dragon-blooded character is descended from. The only certainty is that dragons do not remain passive and indifferent at the spectacle of a mortal harnessing the power of their blood, showing by his deeds that he is dragonkin.
Universal Features
Draconic Age
You may extend your life and age more slowly.
Unlocking Cost
Current level x 500 XP.
Activation
None.
Duration
Permanent.
Appearance
Exude a faint smell according to species.
Effect
When the character unlocks this feature, all the numbers in the Aging Effects table are multiplied by two. That is a dragon-blooded human with the age feature unlocked will reach middle age at 70 years, will become old when he is 106 years old and venerable at 140, with a maximum age of +4d20. This feature may be unlocked several times, each time increasing the factor by which the numbers are multiplied by 1 (x3, then x4, etc.).
Permanent Change
You fix one feature, so it becomes permanent.
Prerequisites
Any one feature.
Unlocking Cost
See text.
Activation
Same as base feature.
Duration
Permanent.
Appearance
Same as base feature.
Effect
One of the previous features the character has unlocked becomes permanent. Sensory features are always active, anatomical features are irreversible, and special features are available at all times. To fix a feature, the character must sacrifice 500 XP plus the same experience cost as the original feature. If the feature has a spell slot unlocking cost, the character pays an additional 500 XP per spell level, and the slot is freed for normal use. Sensory and anatomical features become permanently active. Special features are available for use once per day per half the character’s level, with no activation cost necessary, although if there is a die roll the character must still succeed at it. Spell-like abilities still require activation as normal.
Sensory Features
Keen Sight
You see better than other members of your race.
Prerequisites
Wis 12+.
Unlocking Cost
Current level x 250 XP.
Activation
Spot check (DC 15); 1 action.
Duration
1 hour/character level.
Appearance
Pupils become slitted.
Effect
When the character activates this feature, he gains the keen senses of a dragon. He can see four times as well as a human in low light, and twice as well in normal light.
Darkvision
You can see perfectly in the dark.
Prerequisites
Wis 15+.
Unlocking Cost
2nd level spell slot.
Activation
Spot check (DC 15); 1 action.
Duration
10 minutes/character level.
Appearance
Eyes glow softly with a color according to ancestor species.
Effect
The character gains the ability to see 60 feet even in total darkness. Darkvision is black-and-white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Scent
Your sense of smell is as good as your sight or hearing.
Prerequisites
Wis 15+
Unlocking Cost
2nd level spell slot
Activation
Wisdom check (DC 12); 1 action.
Duration
1 hour/character level.
Appearance
Small and faint scales of the ancestor’s color grow around the nose.
Effect
The character can use the scent special ability.
Keen Hearing
Your sense of hearing is superior to that of others of your race.
Prerequisites
Wis 15+
Unlocking Cost
Current level x 250 XP
Activation
Listen check (DC 15); 1 action
Duration
1 hour/character level
Appearance
Leathery frills and soft bony ridges extend a fraction of an inch around the ears resembling those of the ancestor dragon’s.
Effect
When the character activates this feature, his sense of hearing becomes inhumanly sharp. He gains a +10 racial bonus to all Listen checks and can now perceive sounds beyond his race’s normal range. He suffers a -4 racial penalty to saves against sonic attacks.
Blindsight
You can perceive your surroundings without sight.
Prerequisites
Keen Sight or Darkvision, Scent and Keen Hearing
Unlocking Cost
Current level x 500 XP; 2nd level spell slot
Activation
1st level spell slot; 1 action
Duration
1 minute/character level
Appearance
Combine the appearance changes of Keen Sight/Darkvision, Scent and Hearing.
Effect
The character can ascertain creatures by nonvisual means (mostly hearing and scent but also by noticing vibrations and other environmental clues) with a range of 30 feet. This ability makes invisibility and darkness (even magical darkness) irrelevant to the character (though it still cannot see ethereal creatures). Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight but it is not subject to gaze attacks nor is it penalized by blinding attacks. Deafening attacks partially thwart draconic blindsight, reducing it to a range of 15 feet. Blindsight works underwater but not in a vacuum.
Anatomical Features
Claws
You grow strong talons at the end of your fingertips.
Prerequisites
Con 12+
Unlocking Cost
Current level x 100 XP; 1st level spell slot
Activation
Constitution check (DC 15) or a 1st level spell slot; 1 full round
Duration
1 round/character level
Effect
The character gains a claw attack, performed at his normal attack bonus without provoking an attack of opportunity. Damage dealt depends on the character’s size, with sizes larger than medium listed in case the character unlocks the enlarge feature as well.
| Size | Claw Damage |
|---|---|
| Small | 1d3 |
| Medium | 1d4 |
| Large | 1d6 |
| Huge | 1d8 |
| Gargantuan | 2d6 |
| Colossal | 2d8 |
Fangs
Your teeth become pointed and sharp.
Prerequisites
Con 12+
Unlocking Cost
Current level x 100 XP; 1st level spell slot
Activation
Constitution check (DC 15) or a 1st level spell slot; 1 full round
Duration
1 round/character level
Effect
The character gains a bite attack, performed at his normal attack bonus without provoking an attack of opportunity. Damage dealt depends on the character’s size, with sizes larger than medium listed in case the character unlocks the enlarge feature as well.
| Size | Bite Damage |
|---|---|
| Small | 1d4 |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 2d6 |
| Gargantuan | 2d8 |
| Colossal | 4d6 |
Neck
Your neck lengthens to resemble a dragon’s.
Prerequisites
Fangs feature
Unlocking Cost
Current level x 100 XP
Activation
Constitution check (DC 15) or a 1st level spell slot; 1 full round
Duration
1 minute/character level
Effect
The character’s bite attack has a reach that is 5 feet longer than normal.
Tail
You grow a spiny tail.
Prerequisites
Con 12+
Unlocking Cost
Current level x 100 XP; 1st level spell slot
Activation
Constitution check (DC 15) or a 1st level spell slot; 1 full round
Duration
1 round/character level
Effect
The character gains an additional tail slap attack, performed at -5 to his highest attack bonus without provoking an attack of opportunity. Damage dealt depends on the character’s size, with sizes larger than medium listed in case the character unlocks the enlarge feature as well. In addition, the character gains a +2 inherent bonus to all Balance checks.
| Size | Tail Slap Damage |
|---|---|
| Small | — |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 2d6 |
| Gargantuan | 2d8 |
| Colossal | 4d6 |
Wings
You grow long, leathery wings.
Prerequisites
Con 12+, Str 13+
Unlocking Cost
Current level x 300 XP; 2nd level spell slot
Activation
Constitution check (DC 15) or a 2nd level spell slot; 1 full round
Duration
1 hour/character level
Effect
The character gains a fly movement rate equal to double his walk speed. His maneuverability is average if he is of Medium or Large size and poor if he is Huge or larger. Flying for a long time is the same as walking at a hustle. The character suffers 1 point of subdual damage in the second continuous hour of flying and suffers additional subdual damage equal to double the amount suffered in the previous hour. A winged character suffers a size modifier to AC as if he was one size category larger (-1 for Large, -2 for Huge, -4 for Gargantuan and -8 for Colossal).
Scaly Hide
You grow scales all over your body.
Prerequisites
Con 12+
Unlocking Cost
Current level x 250 XP; 1st level spell slot
Activation
Constitution check (DC 15) or a 1st level spell slot; 1 full round
Duration
1 minute/character level
Appearance
The scales are the color of a juvenile dragon of character’s draconic ancestor species.
Effect
The character gains a +4 natural armor bonus to AC but suffers a -4 penalty to all Charisma-based rolls when dealing with non-reptilian intelligent creatures.
Bony Ridges
You grow horns and bony spikes all over your body.
Prerequisites
Scaly Hide
Unlocking Cost
Current level x 250 XP
Activation
Constitution check (DC 15) or a 1st level spell slot; 1 full round
Duration
1 minute/character level
Appearance
The horns and ridges follow the pattern of the character’s draconic ancestor. The character’s skin erupts with bony ridges along the spine, arms, face and legs.
Effect
The character gains a +2 circumstance bonus to grapple checks and deals +1d4 damage when grappling. The character deals this damage to an opponent that is pinning him.
Ability Increase
You use the power of your blood to increase your physical potential.
Prerequisites
Unlocking Cost
Current level x 250 XP; 2nd level spell slot
Activation
2nd level spell slot; 1 action
Duration
1 round/character level.
Appearance
The character’s muscles ripple beneath his skin
Effect
The character chooses one of his physical abilities (Strength, Dexterity or Constitution) and, upon activating this feature, gains a racial bonus to that ability of 1d4+1 points, adding the usual benefits to melee or ranged attack rolls, melee damage rolls, AC and initiative bonuses, temporary hit points, bonuses to Reflex or Fortitude saves and other uses of the ability modifier. If this feature is made permanent by the permanent change feature, the character increases a chosen ability by 2 points.
Partial Transformation
You use your knowledge of your draconic ancestry to partially transform into a dragon hybrid.
Prerequisites
Any three anatomic or sensory features
Unlocking Cost
Current level x 500 XP; 3rd level spell slot
Activation
2nd level spell slot; 1 full round
Duration
1 round/character level
Appearance
As the base features.
Effect
The character can group a combination of up to three unlocked anatomic or sensory features into a single transformation, spending only a 2nd level spell slot to activate all three at the same time. Ability increase and size increase cannot be part of a partial transformation.
Size Increase
You grow in size
Prerequisites
Con 15+, Hidden Strength
Unlocking Cost
Current level x 500 XP; 3rd level spell slot
Activation
Constitution check (DC 18) and 2nd level spell slot; 1 full round
Duration
1 round/character level
Effect
The character tries to emulate a dragon’s great stature, growing to the minimum dimensions of the next size category. Unlike Transmutation magic, the character’s equipment does not change size, with clothes ripping into useless rags and armor suffering damage that reduces their effectiveness by -2 armor bonus until repaired. Of course, the character may remove such items before transforming. He gains all the bonus of his new size according to the table.
| Old Size | New Size | STR | DEX | CON | Natural Armor | AC/Attack |
|---|---|---|---|---|---|---|
| Small | Medium | +4 | -2 | +2 | Same | -1 |
| Medium | Large | +8 | -2 | +4 | +2 | -1 |
| Large | Huge | +8 | -2 | +4 | +3 | -1 |
| Huge | Gargantuan | +8 | Same | +4 | +4 | -2 |
| Gargantuan | Colossal | +8 | Same | +4 | +5 | -4 |
Special Features
Breath Weapon
You can use a breath weapon as your dragon ancestor.
Unlocking Cost
Current level x 500 XP; 3rd level spell slot
Activation
2nd level spell slot; 1 action
Duration
Instantaneous
Effect
The character conjures the ancient power of his dragon blood and spews forth an equivalent of his ancestor’s breath weapon. He can use this ability only once per day. Use all rules for dragon breath except as specified in the table below. If this feature is made permanent with the permanent change feature, the character can use the breath weapon three times per day, with no activation cost. A line is always 5 ft. high, 5 ft. wide, and 60 ft. long. A cone is always 30 ft. long.
| Dragon Species | Breath Weapon | Damage | DC |
|---|---|---|---|
| Black | Line of Acid | 6d4 | 17 |
| Blue | Line of Lightning | 6d8 | 18 |
| Green | Cone of Gas | 6d6 | 17 |
| Red | Cone of Fire | 6d10 | 19 |
| White | Cone of Cold | 3d6 | 16 |
| Brass | Line of Fire | 3d6 | 17 |
| Bronze | Line of Lightning | 6d6 | 18 |
| Copper | Line of Acid | 6d4 | 17 |
| Gold | Cone of Fire | 6d10 | 20 |
| Silver | Cone of Cold | 6d8 | 18 |
Magical Immunity
You become immune to certain magical effects.
Prerequisites
Iron Will
Unlocking Cost
Current level x 100 XP
Activation
2nd level spell slot; 1 action
Duration
1 minute/character level
Appearance
The ghostly aura of a nondescript dragon hovers around the character, this aura has no other effect and is the same size as the character.
Effect
The character is immune to sleep and paralysis effects. This feature is always active if it is made permanent with the permanent change feature.
Energy Immunity
You become immune to attacks from an energy type.
Prerequisites
Magical Immunity
Unlocking Cost
Current level x 250 XP
Activation
3rd level spell slot; 1 action
Duration
1 minute/character level
Appearance
Same as Magical Immunity but the dragon is the shape and color of the character’s ancestor.
Effect
After activating this feature, the character is protected from attacks from the same energy type as his dragon species. He ignores the first 15 points of elemental damage from an attack. The character can activate this feature three times per day if it is made permanent with the permanent change feature.
| Dragon Species | Immunity |
|---|---|
| Black | Acid |
| Blue | Electricity |
| Green | Acid |
| Red | Fire |
| White | Cold |
| Brass | Fire |
| Bronze | Electricity |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
Frightful Presence
Your presence fills others with awe… or dread.
Prerequisites
Cha 15+.
Unlocking Cost
Current level x 250 XP; 1st level spell slot.
Activation
Intimidation check (special) or 1st level spell slot; 1 action.
Duration
10 minutes/character level.
Appearance
The character’s mien takes on an awe inspiring or frightening air.
Effect
The character conjures the majesty of dragonkind to put others in their place. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the character has levels. A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 character’s level + Charisma modifier) remains immune to his frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the character’s frightful presence and, while this feature is active, the character ignores the frightful presence of dragons.
Spell Resistance
You can resist magic.
Prerequisites
Magical Immunity, Caster level 9th
Unlocking Cost
Current level x 500 XP; 3rd level spell slot
Activation
Caster check; free action
Duration
1 minute/character level
Appearance
The ghostly image of a roaring dragon of the character’s chosen species appears around him.
Effect
The character can will the power of his draconic heritage to burst forth and protect him from incoming magic attacks. He must beat his attacker in an opposed caster check to negate the effects of a magical attack if such attack is subject to Spell Resistance. The character is not countering the attack, so it might still affect others if it has more than one target. He can try to resist as many magical attacks in a round as his spellcasting ability modifier (Intelligence for wizards, Wisdom for divine casters. and Charisma for sorcerers and bards). He can only resist 3 attacks plus his spellcasting ability modifier per day but if this feature is made permanent, he can try as many times as he likes. The character must be aware of the incoming attack in order to resist it.
Damage Reduction
Your skin gains the magical resistance of dragonkind.
Prerequisites
Scaly Hide, Toughness
Unlocking Cost
Current level x 250 XP; 3rd level spell slot
Activation
Fortitude save (DC 15 + enhancement bonus needed to pierce the DR); 1 action
Duration
1 round/character level
Appearance
The character grows scales the color of a juvenile dragon of character’s draconic ancestor species.
Effect
The character can give his skin the supernatural resistance to damage of all dragons. For the feature’s duration, he gains a Damage Reduction rating according to his current level. He can only use this feature three times per day, if this feature is made permanent, he can use it once per day per half his character level, whichever is higher.
| Character Level | Damage Reduction |
|---|---|
| 1-5 | 5/+1 |
| 6-10 | 10/+1 |
| 11-15 | 15/+2 |
| 16-20 | 20/+2 |
Spell-like Abilities
You gain the arcane adeptness of your ancestor dragon.
Prerequisites
Arcane caster level sufficient to cast the spell
Unlocking Cost
Current level x 300 XP
Activation
Spellcasting; as the spell
Duration
As the spell
Appearance
A ghostly image of a dragon appears around the character while he casts the dragon spell.
Effect
The character can learn the spell-like abilities of a dragon of his chosen species as if he learned it normally. He adds the spells to his spellbook or repertoire of known spells even if they are not on his class spell list. This spell does not count against the maximum known spells of sorcerers and bards but is an extra spell they learn by virtue of their draconic heritage. The character learns a dragon’s spell-like ability as soon as he is able to cast spells of that level. The character uses the spell-like ability as if he was casting the spell of the same name, using his spell slots or preparing the spell normally. Consult the following table for the different dragon species’ spell-like abilities and their spell level equivalents.
| Species | Spell | Spell Level |
|---|---|---|
| Black | Curse Water | 1st |
| Black | Darkness | 2nd |
| Black | Plant Growth | 3rd |
| Black | Insect Plague | 5th |
| Black | Horrid Wilting | 8th |
| Blue | Ventriloquism | 1st |
| Blue | Water Shock | 2nd |
| Blue | Hallucinatory Terrain | 4th |
| Blue | Mirage Arcana | 5th |
| Blue | Veil | 6th |
| Green | Suggestion | 3rd |
| Green | Plant Growth | 3rd |
| Green | Dominate Person | 5th |
| Green | Control Plants | 8th |
| Red | Suggestion | 3rd |
| Red | Locate Object | 3rd |
| Red | Find the Path | 6th |
| Red | Discern Location | 8th |
| White | Fog Cloud | 1st |
| White | Gust of Wind | 3rd |
| White | Wall of Ice | 4th |
| White | Freezing Fog | 5th |
| Species | Spell | Spell Level |
|---|---|---|
| Brass | Endure Elements | 1st |
| Brass | Suggestion | 3rd |
| Brass | Control Winds | 5th |
| Brass | Planar Ally | 6th |
| Brass | Control Weather | 7th |
| Bronze | Speak With Animals | 1st |
| Bronze | Fog Cloud | 2nd |
| Bronze | Create Food and Water | 3rd |
| Bronze | Polymorph | 4th |
| Bronze | Control Water | 6th |
| Bronze | Control Weather | 7th |
| Copper | Stone Shape | 4th |
| Copper | Transmute Rock to Mud | 5th |
| Copper | Transmute Mud to Rock | 5th |
| Copper | Wall of Stone | 5th |
| Copper | Move Earth | 6th |
| Gold | Bless | 1st |
| Gold | Detect Gold | 1st |
| Gold | Twilight Luck | 1st |
| Gold | Polymorph | 4th |
| Gold | Geas | 6th |
| Gold | Sunburst | 8th |
| Gold | Foresight | 9th |
| Silver | Feather Fall | 1st |
| Silver | Fog Cloud | 2nd |
| Silver | Polymorph | 4th |
| Silver | Control Winds | 5th |
| Silver | Control Weather | 7th |
| Silver | Reverse Gravity | 8th |
Other Abilities
You gain one of the secrets of your ancestor’s species.
Prerequisites
Energy Immunity.
Unlocking Cost
Varies.
Activation
Varies; 1 action.
Duration
10 minutes/character level.
Appearance
Same as magical immunities but the dragon is the shape and colour of the character’s ancestor.
Effect
Depending on the species of his dragon ancestor, the character may activate one of the following features:
Cloudwalking (Su): The character can tread on clouds or fog as though on solid ground. The character activates this feature with a Will save (DC 15). Descendants of silver dragons may unlock this ability.
Fire Subtype (Ex): The character gains fire immunity but takes double damage from cold except on a successful save. The character activates this feature with a Fortitude save (DC 15). Descendants of red, brass and gold dragons may unlock this ability.
Icewalking (Ex): This ability works like the spider climb spell but the surfaces the character climbs must be icy. The character activates this feature with a Fortitude save (DC 15). Descendants of white dragons may unlock this ability.
Spider Climb (Ex): The character can climb on stone surfaces as though using the spider climb spell. The character activates this feature with a Fortitude save (DC 15). Descendants of copper dragons may unlock this ability.
Sound Imitation (Ex): The character can mimic any voice or sound it has heard, anytime it likes. The character activates this feature with a Perform or Bluff check (result becomes listeners’ DC on opposed Listen or Sense Motive checks to detect the ruse). Descendants of blue dragons may unlock this ability.
Water breathing (Ex): The character can breathe underwater and can freely use the breath weapon feature, spells, and other abilities while submerged. The character activates this feature with a Fortitude save (DC 15). Descendants of black, green, bronze and gold dragons may unlock this ability. Spell
| Species | Abilities | XP Cost | Spell Slot |
|---|---|---|---|
| Black | Water Breathing | 900 XP | 2nd Level |
| Blue | Sound Imitation | 900 XP | 1st Level |
| Green | Water Breathing | 900 XP | 2nd Level |
| Red | Fire Breathing | 1200 XP | 3rd Level |
| White | Icewalking | 300 XP | 1st Level |
| Brass | Fire Breathing | 1200 XP | 3rd Level |
| Bronze | Water Breathing | 900 XP | 2nd Level |
| Copper | Spider Climb | 450 XP | 1st Level |
| Gold | Water Breathing | 900 XP | 2nd Level |
| Silver | Cloudwalking | 900 XP | 3rd Level |
Ascendancy Templates
Dragon-blooded characters can acquire such a deep knowledge of the relationship between their blood and that of a true dragon that they abandon the barriers imposed by their race of birth. These masters of draconic ascendancy boast a much greater control over their heritage than other dragon blooded.
Once a character has spent enough experience on ascendancy features, he may aspire to become a different sort of creature, something neither dragon nor of his original race but a creature sharing the best of both heritages. Ascendancy templates are just like other creature templates, marking the base creature as one whose heart throbs strongly at the beat of a dragon’s.
The Games Master may use any of these templates for encounters, but players may also aspire to use them for their characters. To gain an ascendancy template, the character must have unlocked a certain number of ascendancy features already and enact a ritual that will lock them in place and grant their advantages as if he was born using them.
Each template has different prerequisites but all of them have an experience point cost. In order to gain a template, the character must sacrifice a number of XP equal to his current level multiplied by the template’s Challenge Rating increase (if the CR remains the same, he halves his current level by rounding down), multiplied by 1,000 XP. He cannot spend so much experience that he looses a level but for the purpose of gaining a template, he can forego gaining levels even if he has enough experience to gain them, until he has enough XPs to pay for the template. In this way, a 6th level sorcerer wishing to become a half-dragon must save 12,000 XPs, which is almost enough to take him to 8th level but, instead of doing so, he saves those points to change himself into a half-dragon.
Once the template is applied, the character’s level is altered. He adds the template’s CR increase to his own level to get his total character level. The character in the example becomes an 8th level character, being a 6th level sorcerer / 2nd level half dragon. He cannot ‘gain’ more levels in the template and they do not count when figuring out XP penalties for multiclassing, just as if they were a prestige class.
If the prerequisite ascendancy features required that the character devote spell slots to unlock them, applying the template frees them, as those features are now an intrinsic part of what the character is and no longer need the arcane energy to sustain them. The character can use those spell slots available again. Once the character applies an ascendancy template, he can never apply a second one. If he is willing, a wish or miracle can remove the template but he also loses the ascendancy features he had previously unlocked that are part of the template’s prerequisites.
Dragon Aspected
The dragon aspected are usually spellcasters who only explore the tip of their draconic heritage but they have been known to be born in communities standing where dragons were once active. They share some of the dragon’s superior senses and their blood is strong enough to grant them one of their ancestor’s special abilities but no more.
‘Dragon aspected’ is a template that can be added to any corporeal creature (referred to hereafter as the ‘base creature’). The creature’s type remains the same. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice
Increase by one die type, to a maximum of d12. If the base creature has more than one die type as a result of multiclassing, use the class or type with the highest levels or HD. Whenever the creature gains additional levels or HD for that class or creature type, use the dragon-enhanced die type to roll for hit points. Use the normal die types for all other classes.
Special Qualities
Dragon aspected creatures can have one sense inherited from their draconic ancestor. Choose one or roll from the following table (see the descriptions in the first part of this page).
| d20 | Quality |
|---|---|
| 1-6 | Keen Sight |
| 7-12 | Darkvision |
| 13-16 | Scent |
| 17-19 | Keen Hearing |
| 20 | Blindsight |
In addition, the creature can possess a special gift from his draconic forefather. Choose one or roll from the following table (see the descriptions in the first part of this page).
| d20 | Quality |
|---|---|
| 1-4 | Magical Immunity |
| 5-8 | Energy Immunity |
| 9-13 | Frightful Presence |
| 14-16 | Spell Resistance |
| 17-18 | Damage Reduction |
| 19-20 | Other Ability |
Saves
Same as the base creature
Abilities
Increase from the base creature as follows: Str +1d4+1.
Climate/Terrain
Same as the base creature.
Organization
Same as the base creature.
Challenge Rating
Same as the base creature +1.
Treasure
Same as the base creature.
Alignment
Same as the base creature.
Advancement
Same as the base creature.
Dragonchild
Mothers in lands where dragons once roamed fear that their children might be born with the ‘dragon’s curse’, children who bear the mark of the dragon on their body. Some of these children are killed the moment they are born but others live one to explore the potential of their bloodline. Spellcasters see this as a form that gives many of a dragon’s abilities without the usually alien appearance of the half dragons. Dragonchildren look like members of their parent race but have a dragon’s eyes and skin, plus an air of mystery and wonder about them.
‘Dragonchild’ is a template that can be added to any corporeal creature (referred to hereafter as the ‘base creature’). The creature’s type becomes ‘monstrous humanoid’ if the base creature is a humanoid, ‘magical beast’ if the base creature is an animal or a beast, or otherwise retains its type. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice
Increase by one die type, to a maximum of d12. If the base creature has more than one die type as a result of multiclassing, use the class or type with the highest levels or HD. Whenever the creature gains additional levels or HD for that class or creature type, use the dragon-enhanced die type to roll for hit points. Use the normal die types for all other classes.
AC
Natural armor improves by +4.
Special Qualities
A dragonchild has all the special qualities of the base creature, plus low light vision and darkvision with a range of 60 feet. Dragonchildren are immune to sleep and paralysis effects, and have additional immunities based on their dragon species.
| Dragon Species | Immunities |
|---|---|
| Black | Acid |
| Blue | Electricity |
| Green | Acid |
| Red | Fire |
| White | Cold |
| Brass | Fire |
| Bronze | Electricity |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
Frightful Presence (Ex)
Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the creature has levels or HD. A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 creature’s level or HD + Charisma modifier) remains immune to his frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons and other dragonchildren ignore the creature’s frightful presence and it ignores the frightful presence of dragons as well.
Saves
Same as the base creature.
Abilities
Same as the base creature.
Climate/Terrain
Same as the base creature.
Organization
Same as the base creature.
Challenge Rating
Base creature +1
Treasure
Same as the base creature
Alignment
Same as the base creature.
Advancement
Same as the base creature.
Half-dragon
"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice
Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed
A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.
Armor Class
Natural armor improves by +4.
Attack
A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage
Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Special Attacks
A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety, usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.
Special Qualities
A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.
Abilities
Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
Skills
A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment
Same as either the base creature or the dragon variety.
Challenge Rating
Same as the base creature + 2 (minimum 3).
Alignment
Same as the dragon variety.
Level Adjustment
Same as base creature +3.