Feats



Dragon Magic Feats

Ceremony Feats Prerequisite Benefit
Armor of Scales Dragonblood subtype, Knowledge (religion) 4 ranks Grant natural AC bonus to allies
Heart of Dragons Dragonblood subtype, draconic feat, Knowledge (religion) 3 ranks Imbue allies with draconic power
Slayer of Dragons Knowledge (religion) 4 ranks, no dragonblood subtype, no draconic feats Protect allies against dragon attacks
Words of Draconic Power Knowledge (religion) 4 ranks, Speak Language (Draconic) Enhance allies' language-based abilities
Divine Feat Prerequisite Benefit
Dragonfire Channeling Cha 11, dragonblood subtype, ability to turn/rebuke undead or elementals Spend turn/rebuke attempt to create cone of sacred fire
Draconic Feats Prerequisite Benefit
Draconic Heritage Sorcerer level 1st Gain dragonblood subtype, class skill, bonus on saves
Black Dragon Lineage Draconic Heritage (black), sorcerer 3rd Convert arcane spell slot into poisonous touch
Blue Dragon Lineage Draconic Heritage (blue), sorcerer 3rd Convert arcane spell slot into orbs of lightning
Brass Dragon Lineage Draconic Heritage (brass), sorcerer 3rd Convert arcane spell slot into sleep effect
Bronze Dragon Lineage Draconic Heritage (bronze), sorcerer 3rd Spend arcane spell slot to repel enemies
Copper Dragon Lineage Draconic Heritage (copper), sorcerer 3rd Convert arcane spell slot into slow burst
Draconic Armor Draconic Heritage, sorcerer 1st Gain DR/magic when you cast arcane spells
Draconic Knowledge Draconic Heritage, sorcerer 1st Gain bonus on Knowledge skills; treat as class skills
Draconic Vigor Draconic Heritage, sorcerer 1st Heal damage when you cast arcane spells
Cold Dragon Lineage Draconic Heritage (gold), sorcerer 3rd Convert arcane spell slot into bonus on allies' saves
Green Dragon Lineage Draconic Heritage (green), sorcerer 3rd Spend arcane spell slot to impose penalty on foe's next Will save
Red Dragon Lineage Draconic Heritage (red), sorcerer 3rd Convert arcane spell slot into cone of lingering fire
Silver Dragon Lineage Draconic Heritage (silver), sorcerer 3rd Spend arcane spell slot to paralyze adjacent foes
White Dragon Lineage Draconic Heritage (white), sorcerer 3rd Spend arcane spell slot to gain temporary hit points and resistance to cold
Draconic Feats Prerequisite Benefit
Draconic Senses Cha 11, dragonblood subtype Gain keen senses similar to a dragon's
Dragonfire Assault Str 13, Cha 11, dragonblood subtype, Power Attack Deal extra damage from Power Attack as fire damage
Dragonfire Channeling Cha 11, dragonblood subtype, ability to turn/rebuke undead or elementals Spend turn/rebuke attempt to create cone of sacred fire
Dragonfire Inspiration Cha 11, dragonblood subtype, bardic music Add fire damage to your allies' attacks
Dragonfire Strike Cha 11, dragonblood subtype, sneak attack/sudden strike/skirmish Deal extra damage as fire damage
General Feats Prerequisite Benefit
Double Draconic Aura Character level 12th, ability to project two draconic auras Project two draconic auras simultaneously
Draconic Aura Character level 3rd Draconic aura grants bonus to you and allies within 30 feet
Dragontouched Cha 11 Gain dragonblood subtype, other minor benefits
Initiate Feats Prerequisite Benefit
Initiate of Aasterinian Cleric level 3rd, dragonblood, deity Aasterinian Improve cleric skill list and spell list
Initiate of Astilabor Cleric level 3rd, dragonblood, deity Astilabor Improve cleric skill list and spell list
Initiate of Bahamut Cleric level 3rd, dragonblood, deity Bahamut Smite evil, improve cleric spell list
Initiate of Falazure Cleric level 3rd, dragonblood, deity Falazure Enhance inflict wounds, improve cleric spell list
Initiate of Garyx Cleric level 5th, dragonblood, deity Garyx Empower fire spell, improve cleric spell list
Initiate of Hlal Cleric level 5th, dragonblood, deity Hlal Gain bonus on Escape Artist and grapple checks, gain extra bardic music, improve cleric spell list
Initiate of Io Cleric level 3rd, dragonblood, deity Io Gain save bonus against dragonblooded effects, improve cleric spell list
Initiate of Lendys Cleric level 3rd, dragonblood, deity Lendys Improve cleric skill list and spell list
Initiate of Tamara Cleric level 3rd, dragonblood, deity Tamara Enhance cure wounds, improve cleric spell list
Initiate of Tiamat Cleric level 5th, dragonblood, deity Tiamat Deal extra damage to fearful foes, improve cleric spell list
ARMOR OF SCALES [CEREMONY]

You imbue a target with the protection of a dragon’s hide.

Prerequisite: Dragonblood subtype, Knowledge (religion) 4 ranks.

Benefit: You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony provides up to four participants with a minor natural armor bonus. The ceremony takes 30 minutes and requires you to mark defensive runes upon the arms and torso of each participant with ash from a burned wooden shield of particular quality (see below). The effect of each ceremony lasts for 24 hours. The natural armor bonus gained from this ceremony feat doesn’t stack with a creature’s existing natural armor bonus; use only the higher value.

Wyrmling Scales (4 ranks): Each participant gains a +1 natural armor bonus. This ceremony requires the ashes from a wooden shield of any size.

Adult Scales (12 ranks): Each participant gains a +2 natural armor bonus. This ceremony requires the ashes from a masterwork wooden shield of any size.

Wyrm Scales (18 ranks): Each participant gains a +3 natural armor bonus. This ceremony requires the ashes from a +1 (or higher) wooden shield of any size.

BLACK DRAGON LINEAGE [DRACONIC]

You have attuned yourself to your black dragon ancestry and can poison foes with your touch.

Prerequisite: Draconic Heritage (black), sorcerer level 3rd.

Benefit: As a standard action, you can convert an arcane spell slot into a dangerous poison that you deliver by touch. At any tune before the end of the same turn in which you activate this ability, you can make a melee touch attack as a swift action. The poison renders the target fatigued and deals ids points of damage per level of the spell slot converted; 10 rounds later, the same effect repeats. Each time, a successful Fortitude save (DC 10 + the spell slot’s level + your Cha modifier) negates the fatigue and halves the damage.

BLUE DRAGON LINEAGE [DRACONIC]

You have learned to harness the powers of your blue dragon ancestry and can hurl orbs of lightning.

Prerequisite: Draconic Heritage (blue), sorcerer level 3rd.

Benefit: As a standard action, you can convert an arcane spell slot into a number of orbs of lightning equal to the spell’s level, which immediately fly toward the targets you designate. Each orb has a range of 30 feet and requires a ranged touch attack to hit. On a successful hit, each orb deals a number of points of electricity damage equal to 1d6 + your Cha modifier. You can direct any number of orbs at any target within range, all of them at the same target if desired.

BRASS DRAGON LINEAGE [DRACONIC]

You have unlocked the power of your brass dragon ancestry and can put foes to sleep with ease.

Prerequisite: Draconic Heritage (brass), sorcerer level 3rd.

Benefit: As a full-round action, you can spend an arcane spell slot to cause a living creature within 30 feet to fall asleep for 1 round. A successful Will save (DC 10 + the spell slot’s level + your Cha modifier) negates the effect. If the creature’s Hit Dice equals or exceeds three times the spell slot’s level, the effect automatically fails.

BRONZE DRAGON LINEAGE [DRACONIC]

You have tapped into your bronze dragon blood and can channel arcane energy to repel foes.

Prerequisite: Draconic Heritage (bronze), sorcerer level 3rd.

Benefit: As a swift action, you can spend an arcane spell slot to force nearby enemies to move away from you. Each opponent within 30 feet of you must begin its next turn by moving at least 5 feet (1 square) away from you. The direction of movement doesn’t matter, as long as it takes the foe farther from you than the square in which it started. Unless the enemy designates the movement as a 5-foot step, this movement provokes attacks of opportunity as normal. A successful Will save (DC 10 + the spell slot’s level + your Cha modifier) negates this effect. This is a mind-affecting enchantment (compulsion) effect.

COPPER DRAGON LINEAGE [DRACONIC]

You have learned to channel the powers of your copper dragon ancestry to hinder your enemies’mobility.

Prerequisite: Draconic Heritage (copper), sorcerer level 3rd.

Benefit: As a standard action, you can spend an arcane spell slot to create a 20-foot-radius burst of magical energy centered on you. All enemies in that area are slowed (as the slow spell) for a number of rounds equal to the level of the spell slot unless they succeed on a Fortitude save (DC 10 + the spell slot’s level + your Cha modifier).

DOUBLE DRACONIC AURA []

You can project two draconic auras simultaneously.

Prerequisite: Character level 12th, ability to project two different draconic auras.

Benefit: You can project two draconic auras (see page 86) simultaneously. You must activate or dismiss your draconic auras separately.

DRACONIC ARMOR [DRACONIC]

You learn to block damage from successful attacks, lessening the blows with spell energy.

Prerequisite: Draconic Heritage, sorcerer level 1st.

Benefit:Whenever you cast an arcane spell, you gain damage reduction X/magic for 1 round (where X is equal to the level of the spell you just cast). For example, after casting fireball, you would gain DR 3/magic for 1 round.

DRACONIC AURA []

You can tap into the raw power of dragons to create a variety of potent auras around you.

Prerequisite: Character level 3rd.

Benefit:When you select this feat, choose a draconic aura (see page 86). You can project this aura as a swift action. Its benefit applies to you and to all allies within 30 feet. The bonus of your draconic aura is +1. The aura remains in effect until you dismiss it (a free action), you are rendered unconscious or dead, or you activate another draconic aura in its place.

Special: If you are of the dragonblood subtype, the bonus of your draconic aura improves with your class level. The aura grants a +2 bonus at 7th level, a +3 bonus at 14th level, and a +4 bonus at 20th level. You can select this feat more than once. Each time you select it, you gain the ability to project another aura of your choice (but not more than one aura at a time).

DRACONIC HERITAGE [DRACONIC]

You have a greater connection with your draconic bloodline than others of your kind.

Prerequisite: Sorcerer level 1st.

Benefit: You gain the dragonblood subtype. Choose one kind of dragon from the list in the. table below. This is your draconic heritage, which cannot later be changed unless you undergo the Rite of Draconic Affinity (see page 59 of Races of the Dragon). Half-dragons must choose the same dragon kind as their dragon parent. When you declare your draconic heritage, you gain a bonus on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding energy type. This bonus equals the number of draconic feats you have. In addition, you gain the corresponding skill as a sorcerer class skill.

Dragon Kind Energy Type Skill
Black Acid Hide
Blue Electricity Listen
Brass Fire Gather Information
Bronze Electricity Survival
Copper Acid Hide
Gold Fire Heal
Green Acid Move Silently
Red Fire Intimidate
Silver Cold Disguise
White Cold Balance

Special:With your DM’s permission, you can choose a draconic heritage associated with a kind of dragon not found in the Monster Manual. For details and more options, see Draconic Heritage, page 102 of Races of the Dragon.

DRACONIC KNOWLEDGE [DRACONIC]

Your draconic blood lets you access ancient draconic knowledge.

Prerequisite: Draconic Heritage, sorcerer level 1st.

Benefit: You gain a bonus on Knowledge checks equal to the number of draconic feats you have. All Knowledge skills are class skills for all your classes.

DRACONIC SENSES [DRACONIC]

Your draconic blood grants you great sensory powers.

Prerequisite: Cha 11, dragonblood subtype.

Benefit: You gain low-light vision and a bonus on Listen, Search, and Spot checks equal to the number of draconic feats you have. If you have three or more draconic feats, you also gain darkvision out to 60 feet. If you have four or more draconic feats, you also gain blindsense out to 20 feet.

DRACONIC VIGOR [DRACONIC]

You gain some of the vitality of your draconic ancestry when casting spells.

Prerequisite: Draconic Heritage, sorcerer level 1st.

Benefit:Whenever you cast an arcane spell, you heal a number of points of damage equal to the spell’s level.

DRAGONFIRE ASSAULT [DRACONIC]

You can augment your most powerful melee attacks with draconic power.

Prerequisite: Str 13, Cha 11, dragonblood subtype, Power Attack.

Benefit:When you use Power Attack to increase the damage dealt from your attack, you can choose for the extra damage to be of the fire type instead of its normal type. Make this choice for each attack after it is resolved but before damage is dealt. This is a supernatural ability.

Special: If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

DRAGONFIRE CHANNELING [DIVINE, DRACONIC]

You channel draconic fire through your holy symbol.

Prerequisite: Cha 11, dragonblood subtype, ability to turn or rebuke undead or elementals.

Benefit: You can spend a turn or rebuke undead attempt or a turn or rebuke elementals attempt as a standard action to create a 15-foot cone of fire that deals 1d6 points of damage per 2 cleric levels (minimum 1d6 points). A successful Reflex save (DC 10 + 1/2 your cleric level + your Cha modifier) halves this damage. Half of this damage is fire, while the remainder is sacred damage (to which resistance or immunity to fire does not apply). If your effective cleric level for the purpose of turning or rebuking is higher than your actual cleric level (for instance, if you are a paladin), use that value instead.

Special: If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

DRAGONFIRE INSPIRATION [DRACONIC]

You can channel the power of your draconic ancestry into the attacks of your allies.

Prerequisite: Cha 11, dragonblood subtype, bardic.

Benefit:When you use your bardic music to inspire courage, you can choose to imbue your allies with dragonfire. This choice is made when first activating the ability, and the choice applies to all allies affected. Each ally so inspired loses the standard morale bonus on weapon attack rolls and damage rolls. Instead, he deals an extra 1d6 points of fire damage with his weapons for every point of morale bonus that your inspire courage ability would normally add to the attack roll. For example, an 8th-level bard using this ability would add 2d6 points of fire damage to his allies’ attacks.

Special: If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

DRAGONFIRE STRIKE [DRACONIC]

You can call upon your innate draconic power to augment certain weapon attacks.

Prerequisite: Cha 11, dragonblood subtype, and one of these class features: sneak attack, sudden strike, or skirmish.

Benefit:When you gain extra damage from a sneak attack, sudden strike, or skirmish, you can choose for the extra damage to be fire damage. If you apply this effect, increase the extra damage dealt by 1d6 points. Make this choice for each attack after it is resolved but before damage is dealt. This is a supernatural ability.

Special: If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

DRAGONTOUCHED []

You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.

Prerequisite: Cha 11.

Benefit: You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level.

GOLD DRAGON LINEAGE [DRACONIC]

You can harness the legacy of your gold dragon ancestry to protect your allies.

Prerequisite: Draconic Heritage (gold), sorcerer level 3rd.

Benefit: As a swift action, you can spend an arcane spell slot to create a lucky aura that protects your allies. All allies within 30 feet (including you) gain a luck bonus equal to the spell slots level that they can apply on any one saving throw as an immediate action. This bonus must be used within a number of rounds equal to your Charisma bonus (minimum 1 round), or it is lost. An affected ally need not remain within 30 feet of you to use this bonus. No character can have more than one luck bonus from this feat at a time. If the feat is used a second time while the first use is still active, the new duration replaces the previous one unless the character chooses to retain the previous duration (for instance, if it were from a higher-level spell slot).

GREEN DRAGON LINEAGE [DRACONIC]

Your link to your green dragon ancestors allows you to weaken the wills of others.

Prerequisite: Draconic Heritage (green), sorcerer level 3rd.

Benefit: As a standard action, you can spend an arcane spell slot to impose a penalty on the next Will save made by one living creature within 30 feet. The penalty is equal to the spell slot’s level and lasts until the creature attempts a Will save against an effect that is not harmless or until the end of your next turn, whichever comes first. Multiple uses of this ability don’t stack. This is a mind-affecting enchantment (compulsion).

HEART OF DRAGONS [CEREMONY]

You imbue your allies with draconic power.

Prerequisite: Dragonblood subtype, any draconic feat, Knowledge (religion) 3 ranks.

Benefit: You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony allows you to imbue up to four participants with a tiny fraction of draconic might by chanting a liturgy invoking the power of dragons and sprinkling diamond dust over them. Each ceremony requires 10 minutes of time, and its effects last for 24 hours.

Blood of Dragons (3 ranks): Each participant in the ceremony is treated as having one more draconic feat than he actually has for the purpose of determining the power of his draconic feats. This ceremony requires diamond dust worth 50 gp.

Soul of Dragons (8 ranks): Each participant in the ceremony gains the benefit of one draconic feat for which he meets the prerequisite. The benefit doesn’t allow a character to meet any other requirement or prerequisite (such as qualifying for another feat). This ceremony requires diamond dust worth 500 gp.

INITIATE OF AASTERINIAN [INITIATE]

You live for the moment, reveling in new experiences without fear of consequence.

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Aasterinian.

Benefit: Add Bluff, Disguise, Speak Language, and Sleight of Hand to your list of cleric, class skills. If you are a spellscale (see Races of the Dragon), you also gain a +2 competence bonus on Bluff, Disguise, and Sleight of Hand checks.

In addition, you add the following spells to your cleric spell list.

  • 1st Expeditious Retreat: Your speed increases by 30 ft.
  • 2nd Soul of Anarchy: You gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic, and you are treated as being chaotic for adjudicating effects.
  • 4th Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
  • 6th Shadow Walk: Step into shadow to travel rapidly.
INITIATE OF ASTILABOR [INITIATE]

You share your deity’s desire to acquire and protect treasure, and she has recognized this by granting you an edge in achieving these goals.

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Astilabor.

Benefit: Add Disable Device, Open Lock, and Search to your list of cleric class skills.

In addition, you add the following spells to your cleric spell list.

  • 1st Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding.
  • 2nd Knock: Open locked or magically sealed door.
  • 3rd Nondetection: Hides subject from divination and scrying.
  • 7th Sequester: Subject is invisible to sight and scrying; render creature comatose.
INITIATE OF BAHAMUT [INITIATE]

The Platinum Dragon has entrusted you with great power in the battle against evil.

Prerequisite: Cleric level 3rd. dragonblood subtype, deity Baharnut.

Benefit: Once per day, you can smite evil (as the paladin class feature, PH 44), using your cleric level as your paladin level. If you have the ability to smite evil from another class. your cleric levels and levels in that class stack for the purpose of determining the extra damage dealt by your smite evil ability. If you are a dragonborn (see Races of the Dragon), you can instead smite evil twice per day.

In addition, you add the following spells to your cleric spell list.

  • 1st Feather Fall: Objects or creatures fall slowly.
  • 3rd Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
  • 5th Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
  • 7th Aspect of the Platinum Dragon: Take the form of an aspect of Baharnut.
INITIATE OF FALAZURE [INITIATE]

Your celebration of death and decay has opened up new magical secrets involving the living and undead.

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Falaazure.

Benefit:When you cast an inflict spell on an undead creature, you add the spell’s level to the damage healed by the spell.

In addition, you add the following spells to your cleric spell list.

  • 1st Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
  • 3rd Vampiric Touch: Touch deals 1d6 damage per 2 levels; caster gains damage as hp.
  • 5th Waves of Fatigue: Several targets become fatigued.
  • 7th Waves of Exhaustion: Several targets become exhausted.
INITIATE OF GARYX [INITIATE]

You channel the cleansing (ire of destruction, as wielded by your deity.

Prerequisite: Cleric level 5th, dragonblood subtype, deity Garyx.

Benefit: Once per day, you can apply the effect of the Empower Spellmetamagic feat to any fire spell you cast without adjusting the spell’s level or casting time. The maximum level of spell that you can affect with this ability is equal to one-third your caster level.

In addition, you add the following spells to your cleric spell list.

  • 2nd Flaming Sphere: Create rolling ball of fire that deals 2d6 damage and lasts 1 round/level.
  • 4th Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
  • 6th Dragonshape, Lesser: Take the form of a Large red dragon.
  • 7th Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-foot cone.
INITIATE OF HLAL [INITIATE]

Fueled by faith in your deity, your audacity and bravery truly know no bounds.

Prerequisite: Cleric level 5th, dragonblood subtype, deity Hlal.

Benefit: Three times per day, you can add your caster level as a bonus on any Escape Artist check or any grapple check made to avoid or escape a grapple. You must choose to use this ability before you roll the check. if you have the bardic music class feature, you can use your bardic music one additional time per day.

In addition, you add the following spells to your cleric spell list.

  • 2nd Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
  • 3rd Dragonshape, Least: Take the form of a pseudodragon.
  • 6th Heroism, Greater: Cain +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
  • 8th Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker.
INITIATE OF IO [INITIATE]

Your deity has entrusted you with the responsibility of tending to dragonkind.

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Io.

Benefit: You gain a +2 competence bonus on saves against effects created by dragons and creatures of the dragonblood subtype. This includes spells, spell-like abilities, supernatural abilities, or any other effect with a saving throw DC. (If you have the draconic or half-dragon template, this bonus improves to +4). You can treat your cleric levels as sorcerer levels for the purpose of qualifying for draconic feats.

In addition, you add the following spells to your cleric spell list.

  • 1st Detect Dragonblood: Detect dragons and dragonblood creatures within 60 ft.
  • 2nd Dragoneye Rune: Create an invisible draconic mark on an object or creature.
  • 2nd Magic of the Dragonheart: Enhance the benefits of your draconic feats.
  • 7th Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically.
INITIATE OF LENDYS [INITIATE]

Your dedication to justice grants you the ability to ferret out and punish wrongdoers.

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Lendys.

Benefit: Add Gather Information and Sense Motive to your list of cleric class skills. You gain a +1 competence bonus on Gather Information and Sense Motive checks.

In addition, you add the following spells to your cleric spell list.

  • 2nd Detect Thoughts: Allows “listening” to surface thoughts.
  • 2nd Soul of Order: Cain +2 on Will saves to resist enchantments, your natural weapons are lawful, and you are treated as being lawful for adjudicating effects.
  • 4th Geas, Lesser: Command subject of 7 or fewer Hit Dice.
  • 5th Hold Monster: As hold person, but any creature.
  • 7th Justice of the Wyrm King: Create a field of arcane force that deals 4d6 damage to melee attackers.
INITIATE OF TAMARA [INITIATE]

You wield the twin powers of mercy and death in service to your draconic patron.

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Tamara.

Benefit:When you cast a cure spell on a good-aligned creature, you add the spell’s level to the damage healed. For example, if you cast cure moderate wounds, it heals the standard 2d8 + caster level points of damage, plus an extra 2 points of damage.

In addition, you add the following spells to your cleric spell list.

  • 0 Disrupt Undead: Deal 1d6 damage to undead.
  • 1st Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • 5th Undying Vigor of the Dragonlords: Heal yourself of 5d6 or more points of damage.
  • 6th Call of the Twilight Defender: Summon a twilight guardian to fight for you.
  • 7th Sunbeam: Beam blinds and deals 4d6 damage.
INITIATE OF TIAMAT [INITIATE]

Your homage to the creator of evil dragonkind has been rewarded with physical and mental power.

Prerequisite: Cleric level 5th, dragonblood subtype, deity Tiamat.

Benefit: Add Intimidate to your list of cleric class skills. When you make a melee attack against a creature that is shaken, frightened, or panicked, you deal an extra 1d6 points of damage.

In addition, you add the following spells to your cleric spell list.

  • 1st Charm Person: Make one person your friend.
  • 4th Curse of the Elemental Lords: Bestow a curse on enemies, making them more susceptible to your energy damage.
  • 5th Dominate Person: Control humanoid telepathically.
  • 7th Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks.
  • 8th Aspect of the Chromatic Dragon: Take the form of an aspect of Tiamat.
RED DRAGON LINEAGE [DRACONIC]

The fiery blood of red dragons runs within your veins, allowing you to produce flames from thin air.

Prerequisite: Draconic Heritage (red), sorcerer level 3rd.

Benefit: As a standard action, you can spend an arcane spell slot to create a 15-foot cone-shaped burst of fire. This effect deals ids points of fire damage per level of the spell. A successful Reflex save (DC 10 + the spell slot’s level + your Cha modifier) halves the damage. Any character who fails the save also takes another 1d8 points of fire damage per spell level in the following round as the flames continue to burn. This extra damage can be avoided in the same manner as can the extra damage from alchemist’s fire (PH 128).

SILVER DRAGON LINEAGE [DRACONIC]

You are the descendant of silver dragons and can harness your ancestors’ power to paralyze your opponents.

Prerequisite: Draconic Heritage (silver), sorcerer level 3rd.

Benefit: As a standard action, you can convert an arcane spell slot into a paralyzing blast. All adjacent enemies are paralyzed for 1 round. A successful Fortitude save (DC 10 + the spell slot’s level + your Cha modifier) negates the effect.

SLAYER OF DRAGONS [CEREMONY]

You protect your allies from the ravages they are sure to face while hunting dragons.

Prerequisite: Knowledge (religion) 4 ranks, must not be of the dragonblood subtype, must not have any draconic feats.

Benefit: You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony allows you to provide up to five allies with defenses against dragons. Each ceremony takes 1 minute and requires a torch prepared with special herbs and incenses worth a certain minimum gold piece value (see below). All participants stand in a circle facing inward and together hold the torch. The effect of each ceremony lasts for 24 hours.

Stand Together (4 ranks): You draw forth the courage of all the would-be hunters so that all might share it. When facing a creature that has frightful presence, each participant can treat his Hit Dice (for the purpose of determining the frightful presence’s effectiveness) as 1 higher for each other participant in the ceremony who is within 60 feet of him. This ritual requires special herbs and incenses worth 20 gp.

Stand Apart (8 ranks): You chant a litany of freedom, snuffing the torch in water at the end of the ceremony. All participants gain a +2 bonus on saves against breath weapons as long as at least one other participant in the ceremony is within 60 feet but not in the area of the same breath weapon. This ritual requires special herbs and incenses worth 100 gp.

Stand Alone (13 ranks): You chant a litany of devotion as each participant passes a hand over the torch flame. If at anytime during the next 24 hours, any participant is reduced to –1 or fewer hit points by the attack, breath weapon, spell, or other ability of a dragon, all other participants gain a +2 morale bonus on attack rolls and damage rolls against dragons, as well as on saving throws against the attacks of dragons. These bonuses last for the next 10 rounds or until the wounded character is restored to 0 or more hit points, whichever comes first. If at least half of the participants in the ritual have been defeated in this manner, the bonus increases to +5-This ritual requires special herbs and incenses worth 500 gp.

WHITE DRAGON LINEAGE [DRACONIC]

Your veins run with the savage blood of white dragons, allowing you to whip yourself into a rage-like state.

Prerequisite: Draconic Heritage (white), sorcerer level 3rd.

Benefit: As a swift action, you can spend an arcane spell slot to enter a state similar to that of a barbarian’s rage. You gain temporary hit points and resistance to cold equal to 5 × the spell’s level. Unlike rage, this state doesn’t restrict you from casting spells or performing any other actions, though you can’t activate the ability again while it is already active. The effect lasts for a number of rounds equal to 1 + your Charisma bonus.

WORDS OF DRACONIC POWER [CEREMONY]

You lap into the great tradition of draconic magic to enhance the words of your allies.

Prerequisite: Knowledge (religion) 4 ranks, Speak Language (Draconic).

Benefit: You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony requires 5 minutes, but their forms vary as described below. Each ceremony can affect up to six individuals, and the effects last for 24 hours.

Ancient Tongue (4 ranks):Using a tindertwig, you burn dragon runes onto a piece of bread (one per participant) and place it on the participant’s tongue, thereby sharing your knowledge of the ancient language of dragons. Each participant gains the ability to speak and understand the Draconic language.

PotentWords (8 ranks): You write mystic incantations on a flask of alchemist’s fire (one per participant), making it safe to consume. Each participant then drinks the contents of the flask. When a participant casts a language-dependent spell, his caster level is increased by 1. Participants also gain a +1 bonus on saves against language- dependent spells.

Arcane Syllables (14 ranks): You scribe a single draconic rune on a pearl worth at least 1,000 gp (one per participant), which is consumed by the participant. At any one time during the next 24 hours, the participant can choose to activate the ceremony’s power as an immediate action. This has one of two effects, chosen by the participant.

  • If the character is being subjected to a power word spell, he can treat his current hit points as twice their actual number for the purpose of determining the effect of the spell. For example, a character with 55 hit points who activated this ability in response to a power word kill spell would be unaffected by the spell (since he would effectively have 110 hit points).
  • If the character is capable of casting a power word spell (that is, he either has such a spell prepared, or he knows one and has a spell slot available to cast it), he can cast that power word spell with no additional action required. Doing this expends the prepared spell or spell slot as normal.