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Dragonthane

In the earliest ages, dragons ruled both the skies and the lands below. Among mortal creatures, some took it upon themselves to better organize the offerings made to appease and sate their dragon rulers. From among these mortals, a chosen few were allowed access to some of the power and might of dragons, so as to better administer the world in the name of the dragons. Some ancient dragons still dream of those times, and just as a dragon's dreams can manifest in and shape the world, so too can some mortals tap into the power of dragons via their dreams.

Dragonthanes utilize and manifest the power, might and magic of dragons, applying them to the world around them and even altering themselves in the process.

Overview

Play style: This is a front line, damage dealing class. In combat, Dragonthanes utilize a resource called Breath to enable or modify some of their powers. By epic tier you’ll likely either have a dragon companion, or have transformed into a dragon yourself.
Ability scores: Your primarily used attribute is Strength. Many abilities also rely on or use Charisma.
Kin: Dragonic/Dragonspawn are the kin most obviously tied to this class thematically, but any kin could produce dragonthanes, whether they be active in their current societies, or at least mentioned in historical lore.
Backgrounds: Dragons will probably feature in a dragonthane’s backgrounds, for example: Imperial dragon rider, heir to an ancient dragon throne, dragon hoard guardian, villager befriended by a dragon, sage of ancient dragon lore turned warrior, finder of the dragon statue under the tree.
Icons: The Council of Scales is the icon most obviously associated with dragons, but you could include any icon in your own game that may be associated with the power, form or symbolism of dragons.

Gear

Dragonthanes start with a melee weapon, a shield, a ranged weapon if they want it, armor, possibly a mundane, thematic item or 2 related to dragons, and any mundane gear that is suggested by the character’s backgrounds.
Dragonthanes also begin 1st level with a healing potion.

Dragonthane Armor

Heavy protective gear is usually the order of the day, and often used to make a statement. Dragonthanes may wear an armour of metallic or chromatic scales, with a winged helm to top it off, or perhaps just an elemental effect painted onto your shield. The combative talent rewards your attacks when in light armour, in which case dragonic themed designs can be made from leather.

Armour Type Base AC Atk Penalty
None 10
Light 13
Heavy 14
Shield +1

Dragonthane Weapons

Dragonthanes are skilled warriors, and will typically arm themselves with the best weapons available.Function will be preferred over form, but if an adornment won’t affect functionality, a dragon head design on a blade pommel or axe blade won’t go amiss. While your powers are based on melee, a heavy martial ranged weapon can be very handy when the need arises.

One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
Heavy or Martial 1d8 longsword, flail 1d10 greatsword, lance
Two-weapon fighting Two 1-H weapons, hit w/nat 2
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 heavy crossbow 1d8 longbow

Level Progression

| Dragonthane Level | Total Hit Points | Recovery Dice | Total Feats | Class Talents | Total

Powers Power Pool Available Level-up Ability Bonuses* Damage Bonus From Ability Score
Level 1 (7 + CON mod) x 3 1d10 + CON mod 1 adventurer 3 adventurer 4 1st level ability modifier
Level 2 (7 + CON mod) x 4 2d10 + CON mod 2 adventurer 3 adventurer 5 1st level ability modifier
Level 3 (7 + CON mod) x 5 3d10 + CON mod 3 adventurer 3 adventurer 5 3rd level ability modifier
Level 4 (7 + CON mod) x 6 4d10 + CON mod 4 adventurer 3 adventurer 6 3rd level +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 5d10 + (CON Mod x 2) 4 adventurer 1 champion 3 adventurer
1 champion 6 5th level 2 x ability modifier
Level 6 (7 + CON mod) x 10 6d10 + (CON Mod x 2) 4 adventurer 2 champion 3 adventurer 1 champion 7 5th level 2 x ability modifier
Level 7 (7 + CON mod) x 12 7d10 + (CON Mod x 2) 4 adventurer 3 champion 3 adventurer 1 champion 7 7th level +1 to 4 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 8d10 + (CON Mod x 4) + 10 4 adventurer 3 champion 1 epic 3 adventurer
1 champion
1 epic 7 7th level 4 x ability modifier
Level 9 (7 + CON mod) x 20 9d10 + (CON Mod x 4) + 20 4 adventurer 3 champion 2 epic 3 adventurer
1 champion
1 epic 8 9th level 4 x ability modifier
Level 10 (7 + CON mod) x 24 10d10 + (CON Mod x 4) + 30 4 adventurer 3 champion 3 epic 3 adventurer
1 champion
1 epic 8 9th level +1 to 5 abilities 4 x ability modifier

* Unlike the other columns, the Ability Score Bonuses column doesn’t show your total bonuses at that level. At 4th level, choose three ability scores and add +1 to them. At 7th level, choose four ability scores to gain +1, and at 10th level, choose five ability scores to gain another +1.

Stats

Key Ability Scores Strength, Charisma, Constitution
Initiative Dex mod + Level
Armor Class (heavy armor) 14 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d10 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (See level progression chart)
Feats 1 per Level

Dragonthane Basic Attacks

The dragonthane basic melee attack and dragonthane basic ranged attack are the weapon attacks you’ll use when you’re not using one of your dragonthane attack powers. Like most attacks, they require a standard action and can interact with any of the dragonthane’s talents, feats, and powers.
Most of the dragonthane attack powers are based on the basic attack.
No-trigger attacks: When your dragonthane gets an opportunity attack or is granted a bonus attack action, that’s usually called out as a no-trigger attack. No-trigger attacks are exactly like your basic attacks, except they can’t trigger or make use of your own powers. For example, you can’t use Dragon Strikes when making a no-trigger attack.

Dragonthane Basic Melee Attack

Melee attack; At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
5th–7th level: Weapon + (Str mod × 2)
8th level: Weapon + (Str mod × 4) + 5
9th level: Weapon + (Str mod × 4) + 10
10th level: Weapon + (Str mod × 4) +15
Miss: Damage equal to your level.

Dragonthane Basic Ranged Attack

Ranged attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss:

Class Features

Dragonthanes have the following class features: Dragon Dice, Dragon Element, Breath (resource), Dragonthane Powers and Dragon Strikes.

Breath

Just as dragons are famed for their destructive breath, your powers are tied to your breath and you have a unique resource called breath. There are 3 1st level at-will powers that allow you to gain breath, and you can gain breath as a move action during your turn. You cannot use a power that expends breath in the same turn you gained it. Some powers require you to have breath, and some others require you to expend your breath. Breath is a binary resource, you either have it or you don’t. Once you’ve gained breath you cannot gain more until you spend it (you can still use powers that grant breath, you just don’t gain any additional breath). You start each battle without breath.
You lose breath when you suffer the stunned or helpless conditions.

Champion Feat: Once per battle you can use a power requiring breath in the same turn you gained it.
Zenith Feat: Once per turn, heal 20 hit points when you gain breath. If you are at maximum health, the excess can be used as temporary hit points.

Dragon Dice

Multiple Dragonthane powers refer to dragon dice. Whenever a power refers to dragon dice, you use a die corresponding to your level in the table below. For higher levels, double the value 3 levels lower.

Level Dragon Dice
1 3 (1d4)
2 4 (1d6)
3 5 (1d8)
4 6 (1d10)
5 7 (2d6)
6 9 (2d8)
7 11 (2d10)
8 14 (4d6)
9 18 (4d8)
10 22 (4d10)
11 28 (8d6)

Adventurer Feat: Once per arc as a free action, you can add your Dragon Dice in dragon element damage to any hit against one target that would not otherwise have qualified for the damage.

Dragon Element

At character creation you choose an elemental damage type from the list below. This is the damage type that many of your powers will use. When you see dragon element listed in the powers of this class, you’ll use the damage type you’ve chosen. You don’t need to be restricted by a dragon color and damage type, but if you want to be, the usual fantasy gaming dragon colors and their associated damage types are -
Acid (Black, copper)
Poison (Green, gold)
Fire (Red, brass, gold)
Lightning (Blue, bronze)
Cold (White, silver)

Adventurer Feat: Gain resist 16+ to your chosen dragon element and resist breath weapons 14+.

Dragon Strikes

Dragonthanes begin at 1st level knowing the Dragon Strike power.

Dragon Strike
Quick Action to use; 1/battle; Requires breath
Special: You gain a second use of dragon strike when the escalation die is 2+
Trigger: You hit an enemy with a melee attack
Effect: Apply one of the effects below to one of the targets you hit. You know three of the following dragon strike effects, one of which must match your chosen dragon element. When you take a short rest, you can swap any of your 2 effects that don’t match your dragon element for different ones:
Acid Strike: Deal dragon dice acid damage. The target takes a -2 penalty to AC (save ends)
Cold Strike: Deal dragon dice cold damage. If the target meets the hit point threshold after taking the damage, it is hindered (save ends)
Fire strike: The target takes dragon dice ongoing fire damage. The first save against this damage takes a penalty equal to your Charisma modifier.
Lightning Strike: Deal dragon dice lighting damage. If the target meets the hit point threshold after taking the damage, it is dazed (save ends)
Poison Strike: The target takes Dragon Dice ongoing poison damage. The first save against this damage takes a penalty equal to your Charisma modifier.
Poison Strike (Optional Gold version): Deal dragon dice poison damage. If the target meets the hit point threshold after taking the damage, it must make an immediate save. On a failure it is weakened (save ends). Design note: This is here to differentiate between the fictional representations of green dragons as deadly and gold dragons as good, and is also optional as it adds an extra roll, delaying the outcome and not all GM’s may want that at the table.
Thunder Strike: Deal dragon dice thunder damage and pop free from all engaged enemies. If the target meets the hit point threshold after taking the damage, it is dazed until the end of your next turn.
5th level: Your Dragon Strike uses can be applied to any melee attack hit
8th level: Your Dragon Strikes can be applied to any hit with your Dragonthane powers
Champion Feat: You gain an additional per-arc use of Dragon Strike. Once per battle, increase your dragon dice one step before rolling them.
Zenith Feat: Your Dragon Strikes cause Dragon Dice additional Dragon Element damage.

Dragon’s Bond

Your weapons and other equipment bond to your form and powers. All your magic items are available and can be used while using any dragonthane power that changes your physical form. Magical weapons grant you attack bonuses to all your dragonthane class attacks.
Epic Feat: Pick one of your per-arc or recharge powers. Your use of that power improves:
Arc becomes recharge 16+; Recharge 16+ becomes recharge 11+; Recharge 11+ becomes recharge 6+; Recharge 6+ becomes per-battle.

Hit point threshold

Some dragonthane powers have an additional effect when used against enemies whose current hit point total is at or below a certain number, the hit point “threshold”. The number is as below.
1st Target with 34 hp or fewer
2nd Target with 40 hp or fewer
3rd Target with 52 hp or fewer
4th Target with 68 hp or fewer
5th Target with 80 hp or fewer
6th Target with 104 hp or fewer
7th Target with 136 hp or fewer
8th Target with 208 hp or fewer
9th Target with 268 hp or fewer
10th Target with 272 hp or fewer
11th Target with 320 hp or fewer
For higher levels, double the number 3 levels lower.

Class Feats

Chaos Dragon

Adventurer Feat: You only select 2 talents at character creation, but gain 2 additional randomly selected talents. After each full rest, you randomly select 2 adventurer tier talents to swap them with. Exclude talents from the roll that are mutually exclusive from any you may have selected or rolled first (You cannot have both Combative and Dragon Shield).
Your dragon element is not of a fixed type (roll a d10 whenever you use a dragon element power. 1-2 Acid, 3-4 Poison, 5-6 Fire, 7-8 Lightning, 9-10 Cold. Your dragon strike results are randomly selected (roll a d6 when you use Dragon Strike) 1 Lightning Strike*, 2* Fire Strike, 3 Cold Strike, 4 Acid Strike, 5 Poison Strike, 6 Thunder Strike.
Special: You cannot choose this feat if you have the Dragon Shield talent

Hoard collector

Adventurer Feat: Once per scene or battle, you can gain a bonus to a skill check related to the acquisition of treasure equal to your Charisma modifier, but you need to be prioritizing treasure over everything else in the scene at the time in order to qualify.

Talents

Dragonthanes start with 3 talents at 1st level, gaining another at 5th level, and a final one at 8th level.

Breath Specialist

You can gain breath as a quick action instead of a move action on your turn.
You know either the Dragon Breath or Puff of Breath power for free.
Adventurer Feat: Once per arc you can gain breath as a free action at any time.
Champion Feat: You gain either the Great Breath OR Life Breathing power for free.
Epic Feat: Once per battle you can fly to a nearby location you can see as a free action when you expend breath.

Clawed Warrior

You have claws that count as heavy melee weapons. You gain the advantage of 2-weapon fighting even while using a shield. If you know the Twin Claws power, your crit range expands by 1 with that power.
Adventurer Feat: Your crit range expands by 1 against staggered enemies.
Champion Feat: Once per arc, deal triple damage instead of double with a crit.
Epic Feat: Twice per battle use Twin Claws as a quick action.

Combative

Special: You cannot choose this talent if you have the Dragon Shield talent.
You gain +1 to hit with melee powers while wearing light armor.
Once per arc you can expend your breath as a free action to reroll an attack roll, you must use the new result.
Adventurer Feat: Once per battle deal damage equal to your level x 2 to an enemy you are engaged with as a free action on your turn.
Champion Feat: Gain an additional arc attack reroll, and you can now choose either result.
Epic Feat: Once per arc when making a melee attack, add additional WEAPON damage if you hit and damage equal to your level x 2 if you miss.

Draconic Mantle

At the start of each battle roll a d8 to find the bonus your mantle gives you.
1. Tail: The first time a nearby enemy rolls a 1-5 on a melee attack, you can make a no-trigger attack against them as a free action.
2. Scales: Gain +1 AC and +2 PD until staggered.
3. Slashing Leap: Once this battle you can move through the space occupied by one enemy. Deal dragon dice damage to that enemy when you do so. This movement doesn’t provoke opportunity attacks and you cannot be intercepted during this movement. You gain another use of Slashing Leap when the escalation die first reaches 4+.
4. Serpentine: You gain a bonus to disengage checks equal to your Charisma modifier until the end of the battle.
5. Dangerous: +2 to Crit range until staggered.
6. Threatening: Nearby enemies take a disengage penalty equal to your Charisma modifier.
7. Powerful: Once this battle, before making an attack roll, you can choose to roll 2d20 for the attack and choose the best result. You gain another use of Powerful when the escalation die first reaches 4+.
8. Dying Breath: The first time you become staggered in this battle, either gain an immediate use of Puff of Breath as a free action; OR gain an extra use of Dragon Breath this battle with a +2 bonus to hit when you use it. You don’t need to currently know those powers to gain this effect, and these additional uses do not use or require Breath.
Adventurer Feat: Once per arc, reroll a Draconic Mantle result (reroll duplicates). You must keep the new result.
Champion Feat: While you are staggered, your recovery dice are one size larger.
Epic Feat: When the escalation die first reaches 6+ in each battle, gain a bonus of your choice from the list.

Dragon Lord

Twice per battle as a quick action, you can target a nearby ally with the following effect:
Effect Escalation 0–1: The target gains 3 x Dragon Dice (e.g. 3d4 at level 1) temporary hit points**.**
Effect Escalation 2–3: The target gains 3 x Dragon Dice temporary hit points, and their next attack deals Dragon Dice additional damage on a hit.
Effect Escalation 4+: The target gains 3 x Dragon Dice temporary hit points, can immediately make a saving throw to end an ongoing temporary effect, and their next attack deals Dragon Dice additional damage on a hit.
Adventurer Feat: Once per battle as an interrupt action, when an ally hits a nearby enemy with a melee attack, you can use one of your Dragon Strikes on that enemy.
Champion Feat (Requires Adv): You gain a +1 bonus to MD and your Dragon Strikes via an ally hit are no longer limited to once per battle.
Epic Feat: The 2nd time you use this in battle, the crit range of the target’s next attack roll increases by the escalation die.

Dragon Shield

Special: You cannot choose this talent if you have the Combative talent
You start each battle with Dragon Dice temporary hit points.
You gain the Dragon Ward power for free and can use it on an ally next to you when they are hit.
Adventurer Feat: Each time you are hit in battle by an attack targeting AC, you gain a cumulative +2 bonus to AC until an attack misses you. When an attack misses you, the AC bonuses are removed.
Champion Feat (replaces Adv): As per Adv Feat, but this now also applies to attacks Vs PD and also grants the bonus to PD.
Epic Feat: Once per battle when using Dragon Ward, the hit target can roll a save to end a temporary effect.

Dragon Spirit

Spirit Dragon strike is a 1st level Power for you.
Once per battle, before rolling, you can change the target defense of one of your attack rolls from PD to MD.
You can summon spirit dragons with the Wyrm Summoning power. They cause psychic damage, target MD instead of PD where applicable and swap PD and MD in their defenses.
Adventurer Feat: You can change the target defense from AC or PD.
Champion Feat: Once per battle deal psychic damage with one of your abilities instead of any other type. Deal Dragon Dice additional psychic damage if it hits.
Epic Feat: Your wyrm summon/companion gains resist damage 14+ to all but force.

Dragoon

Dragon Leap is a first level power for you and you know it for free.
Your crit range against dragons and other creatures that can fly expands by 1, and by a further 1 when those creatures are actually in the air.
Enemies must succeed on a save to intercept you.
Adventurer Feat: Once per arc you can use Dragon Leap as a Dragon Strike effect (this counts as a use of both dragon leap AND dragon strike).
Champion Feat: When you drop a non-mook enemy you are engaged with to 0HP, you can move as a free action to engage another nearby enemy.
Epic Feat (replaces Adv): You can use Dragon Leap as a Dragon Strike effect once per battle.

Hybrid Heritage

Choose an additional dragon element. You can use either element type with those powers that use a dragon element.
Once per arc, when you use Dragon Strike, you can also apply an additional Dragon Strike element result.
You can substitute either of your chosen elements in the Dragon Strike hit effects of those elements (For example, if your elements were cold and fire, you could inflict ongoing cold damage instead with the fire effect).
Adventurer Feat: When you use a power with a single attack roll and crit, deal dragon element damage equal to your level to a random nearby enemy. You can expend your breath to add 1 WEAPON die to this damage (5th: 2 WEAPON dice; 8th: 4 WEAPON dice).
Champion Feat: Your arc dragon strikes are no longer limited to your dragon elements, and you can substitute either of your dragon elements into any of the dragon strike effects.
Epic Feat: Choose an arc or per battle power you know. If it’s arc it becomes recharge 16+, if it’s per battle you gain an additional arc use of that power.

Lancer

Once per battle you can make a melee attack against a nearby enemy without engaging it. You can additionally do this on your first turn of each battle.
When you first move on your turn, you gain +1 to hit on the next melee attack roll you make that turn.
Adventurer Feat: You gain the Reach Tricks feat and you don’t need to roll to use it.
Champion Feat: Once per battle, when you intercept an enemy, make a no-trigger melee attack against that enemy as an interrupt action. This attack causes half damage.
Epic Feat: Gain a +2 bonus to hit and a +2 bonus to crit range with your first attack roll in each battle.

Champion tier Talents

Dragon Form

Once per arc you can enter medium sized dragon form as a free action on your turn. You can fly well in this form, although likely not as well as a dragon from birth. The crit range of enemies attacking you while you’re flying expands by 1. This transformation lasts for 1 battle, or up to 10 minutes outside of combat. While in dragon form, you also gain the Tail ability of the Draconic Mantle talent. If you also have the Draconic Mantle talent, reroll 1’s on that table.
Champion Feat: You can enter an illusionary dragon form at will. This gives you no combat abilities beyond the appearance of being a dragon. Once per battle or scene whilst in dragon form, you can use the total of your Charisma and Strength modifiers as the ability modifier in a skill check involving impressing or intimidating others.

Wyrm Summoner

• You gain a free additional arc use of the Wyrm Summoning power.  

Champion Feat: Once per arc your summoned wyrm can use a Dragon Trick (see GG p.93), but not to reroll initiative nor for anything else not on the list.

Epic tier Talents

Full Dragon Form

(Requires Dragon Form talent).
You cannot take this talent if you have the Dragon Companion talent
You can enter medium sized dragon form and switch between forms at-will. In dragon form you additionally start each battle with the Dying Breath ability of the Draconic Mantle talent. If you also have the Draconic Mantle talent, roll 1d6+1 when using that table.
Epic Feat: Enemies engaged with you that have 48 hit points or fewer (9th level: 60 hp or fewer; 10th level: 72 hp or fewer) suffer from fear.
Zenith Feat: You can use a Dragon Trick (see GG p.93) 2/arc, but only once per battle.

Wyrm Companion

(Requires Wyrm Summoner talent)
You cannot take this talent if you have the Full Dragon Form talent.
Congratulations, you have fully connected with your dream dragon, and gain a wyrm companion.

Scout: It is a hard check for your wyrm to scout unseen

Hit point threshold: Your wyrm’s hit point threshold is half the hp value on the wyrm summoning table.

Dragon Riding: You can ride on your wyrm’s back when it is large size.

Attacks: Your wyrm companion’s basic attack is as per the claw and bite attack of the wyrm summoning spell.

Flyer: The wyrm flies and can make melee attacks against flying creatures.

Wyrm companion special attacks: The wyrm’s breath weapon is now a recharge 6+ companion special attack.

Wyrm companion stats: As per the wyrm summoning table, except the hit points are replaced with the companion hit point threshold at half the hp value in the table.

Adventurer Feat (Wyrm Tongue): Your wyrm companion is talkative and communicates with the rest of the adventurers when it chooses. It could be that the wyrm has its own agenda (your GM may talk for it where it does). But you probably have a say in what its personality is like.
Adventurer Feat (Independent Wyrm): Your wyrm companion can move as freely as any other hero. It takes its turns before or after your turn, as you choose.
Adventurer Feat (Devastator): Your wyrm companion gains an additional two bonus 1/arc uses of its breath weapon. Only one 1/arc use per battle.
Adventurer Feat (Hardened Scales): Raise your wyrm companion’s hit point threshold by a level.
Champion Feat (Draconic Persistence): Your wyrm companion starts every battle in play.
Champion Feat (Hunter Mentality): 1/battle and at-will the escalation die is 4+, your wyrm companion rolls 2d20s when using claw and bite against an enemy not engaged with one of its allies.
Zenith Feat (Clutch Sibling): Once per arc, you have a bonus wyrm companion, some other wyrm that automatically appears as you roll initiative. It has to be the same type as your usual companion. Keep track of the call them in difficulty for each wyrm separately.

Powers

1st Level At-Will Powers

Bite Down

Same as dragonthane basic melee attack except…

Natural even hit: Deal Dragon Dice additional damage.
Miss: Damage equal to your level x 2
Adventurer Feat: Twice per battle (8th: 3 times), if the target is not large or larger, you can choose to make the target and yourself stuck until the end of your next turn.
Champion Feat: You can choose not to make yourself stuck when you make an opponent stuck with this power.
Epic Feat: On a natural even hit, if the target is left with less than half your current hit point total, you can expend breath to make it Dazed until the end of your next turn.

Dragon Mark

Same as dragonthane basic melee attack except…

Hit: Same damage as basic attack, and if the target attacks anyone except you before the end of your next turn it takes Dragon Dice dragon element damage.
Natural even hit: For the rest of the battle, when the target disengages from you, deal dragon dice damage to them as an interrupt action.
Miss: Damage equal to your level.
Effect: Gain Breath.
Adventurer feat: Once per battle, expend your breath after the attack to allow a nearby ally to make a disengage check with a bonus equal to your Charisma modifier.

Element Shielding Strike

Same as dragonthane basic melee attack except…

Requires Breath
Hit: Same damage as basic attack, and until the end of your next turn, the next 2 attacks from engaged enemies against you will result in the attacking enemy taking dragon dice dragon element damage after the attack.
Miss: On a miss, apply dragon dice dragon element damage to the 1st engaged enemy attacking you before the end of your next turn.
Adventurer Feat: Once per battle when you hit with this power, at the start of your next turn as a free action, roll a normal save. If the save succeeds, the effect of damage to the first 2 enemies to attack you continues until the start of your next turn, but then ends without another successful save.

Elemental Strike

Same as dragonthane basic melee attack except…

Requires Breath
Hit: Same damage as basic attack, and dragon dice dragon element damage
Miss: dragon element damage equal to your level
Special: You can expend your breath when you attack with this power to target PD and deal Dragon Dice dragon element damage on a miss instead.
Adventurer Feat: Once per battle, deal Dragon Dice dragon element damage to a different nearby enemy on a hit.
Champion Feat: Once per arc, inflict Dragon Dice dragon element damage to a number of random nearby enemies equal to your Charisma modifier on a hit.

Essence Channeling Strike

Same as dragonthane basic melee attack except…

Hit: Same damage as basic attack, and you gain Dragon Dice temporary hit points.
Natural odd hit: Half damage, but you still gain the temporary hit points.
Miss: Damage equal to your level.
Effect: Gain breath
Adventurer Feat: Gain temporary hit points equal to your level on a miss.
Champion Feat: You can grant the temporary hit points to a nearby ally.

Puff of Breath

Close-quarters; At-will; Requires Breath
Target: 1 enemy you are engaged with.
Attack: Strength + Charisma + Level vs. PD
Hit: 6 (1d10) dragon element damage and deal dragon dice dragon element damage to a different nearby enemy.
Miss: Half damage.
2nd 7 (2d6) damage.
3rd 9 (2d8) damage.
4th 11 (2d10) damage.
5th 14 (4d6) damage.
6th 18 (4d8) damage.
7th 22 (4d10) damage.
8th 30 damage.
9th 40 damage.
10th 50 damage.
Special: You can choose to expend your breath when using this power to deal the dragon dice damage to an additional nearby enemy.
Champion Feat: Once per arc you can use this ability as a quick action.
Zenith Feat: When using a Dragon Strike, you can use this power (as a quick action) instead.

Scale Up

Same as dragonthane basic melee attack except…

Special: You must be using a shield to use this power
Hit: Same damage as basic attack, and you gain a +2 bonus to AC against the next attack that targets your AC before your next turn.
Effect: Gain breath
Adventurer Feat: The AC bonus increases to +3.
Champion Feat: The bonus applies to Physical Defense as well.
Epic Feat: You can grant the bonuses to a nearby ally as well.

Twin Claws

melee attack; At-will
Target: One enemy
Attack: Strength + Level vs. AC (roll twice and use the highest result)
Hit: WEAPON damage (no stat modifier)
Natural 18+: Deal dragon dice ongoing damage to the target.
Miss:
Special: If both attack rolls hit, add your strength modifier (5th: Str x 2; 8th: Str x 4) to the damage.
Adventurer Feat: Once per battle you can expend your breath to inflict the dragon dice ongoing damage on a hit regardless of the highest attack roll.
Champion Feat: Once per arc you can attack an additional engaged enemy with this power.

1st Level Powers

Baleful Scale

Close-quarters; 1/Arc; Expends your breath
Target: 1d3 nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 13 (2d12) dragon element damage, and the target suffers a -2 penalty to all defenses (save ends). You can make the defense penalty -4 by lowering your own AC by 2 until all affected targets save.
Miss: Damage equal to your level x 2.
Special: If only a single target is rolled, deal dragon dice additional damage to the target.
2nd 17 (3d10) damage
3rd 20 (3d12) damage
4th 26 (4d12) damage
5th 33 (6d10) damage
6th 41 (9d8) damage
7th 52 (8d12) damage
8th 65 damage
9th 80 damage
10th 105 damage
Adventurer Feat: On a hit, you can choose to lose a recovery to deal additional damage equal to your recovery roll divided amongst the hit targets as you see fit, and gain temporary Hit Points equal to your level x 3
Champion Feat: You no longer need to lower your own AC for the increased enemy defense penalty.

Dragon Breath

Close-quarters; 1/battle; Expends your breath
Target: 1d3 nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 10 (4d4) dragon element damage dragon element damage.
Miss: Dragon element damage equal to your level x 2.
2nd 13 (2d12) damage.
3rd 17 (3d10) damage.
4th 20 (3d12) damage.
5th 26 (4d12) damage.
6th 32 (9d6) damage.
7th 41 (9d8) damage.
8th 50 damage.
9th 65 damage.
10th 80 damage.
Adventurer Feat: Once per arc you can add an additional target when using this power (you can choose to do this after the roll for number of targets)
Champion Feat: Once per arc you can spend a recovery to use this power as a quick action.
Epic Feat: You can use this power twice per battle, but not 2 turns in a row.

Dragon Fury

You become surrounded by a small, swirling storm of draconic fury.
Close-quarters; 1/arc; Quick action; Requires Breath
Effect: This turn, and once per round on your turn until the end of the battle, deal Dragon Dice dragon element damage to 1d2 enemies you are engaged with.
5th: You can choose to target 1d2 nearby enemies in a group instead
Adventurer Feat: When the escalation die is 2+, the damage to the first target each round is maximized.
Champion Feat: Target 1d2 nearby enemies in a group instead.
Epic Feat: Your crit range increases by 2 until the end of the battle against enemies you’ve used this power on .

Dragon Lord’s Strike

Same as dragonthane basic melee attack except…

1/battle; Requires Breath
Target: One enemy
Hit: Same damage as basic attack, and either the enemy you hit takes a -2 penalty to their next attack roll, or you grant a nearby ally a +2 bonus to their next attack roll.
Natural even hit: Apply Dragon Dice dragon element damage to the target.
Adventurer Feat: Once per arc you can make the target’s attack penalty or ally’s attack roll bonus equal to your Charisma modifier instead.
Epic Feat: Once per arc, when the affected ally’s next attack involves multiple attack rolls, you can grant a +2 bonus to each attack (to a maximum number of times equal to your Charisma modifier). This doesn’t replace or stack with the adventurer feat, but both can be used at the same time.

Dragon Ward

Close-quarters; 2/battle; Interrupt action; Requires breath
Trigger: An attack that targets AC hits you.
Target: You
Effect: Reduce the damage by 2 x Dragon Dice. You can do this after the damage is declared.
5th This can be used on attacks Vs PD.
Champion Feat: You can use this on a nearby ally when they are hit instead. Special: If you have the Dragon Lord talent, this is an Adv feat for you.

Energized Strike

Same as dragonthane basic melee attack except…

1/battle; Requires Breath
Special: You gain a second use of energized strike when the escalation die is 2+
Target: One enemy
Hit: Same damage as basic attack, and deal Dragon Dice dragon element damage to 1d3 nearby enemies in a group
Special: On a hit, you can expend your breath to cause the Dragon Dice damage to one additional target.
Adventurer Feat: If you score a critical hit with Energized Strike, the targets of the Dragon Dice damage take additional damage equal to your Charisma modifier (Champion: Cha x 2; Epic: Cha x 4).

Eviscerating Strike

Same as dragonthane basic melee attack except…

Recharge 16+; Expends your breath
Target: One staggered enemy
Attack: Strength + Level vs. PD
Hit: Same damage as basic attack, and you can use a quick action to deal 2 extra WEAPON die of damage.
Even Miss: Half damage.
Odd Miss: Damage equal to your level x 2.
Special: If you kill the target, you regain this power after your next quick rest.
3rd +3 extra weapon dice
5th +4 extra weapon dice
6th +5 extra Weapon dice
7th +6 extra Weapon dice
8th +8 extra Weapon dice
9th +10 extra Weapon dice
10th +12 extra Weapon dice
Adventurer Feat: Critical hits with this power deal triple damage.
Champion Feat: Increase your crit range by 2 with this attack.

Saving Breath

Close quarters; 1/battle; Quick action; Requires breath
Effect: Make a saving throw to end an ongoing temporary effect.
Special: After rolling, you can expend your breath to grant yourself a bonus to the save equal to your Charisma modifier
5th This power can subsequently be used at-will until the end of the battle by spending breath.
Adventurer feat: If the save is against ongoing damage and you fail, reduce the damage by half.
Champion feat: Once per battle you can grant the save to a nearby ally instead.

Vengeful Aura

Draconic capacity for vengeance on those the consider lesser beings is not to be underestimated
Close-quarters power; Recharge 11+; Interrupt action after an engaged enemy has resolved an attack against you.
Trigger: An engaged enemy meeting the Hit Point Threshold hits you with an attack.
Effect: You make an attack against your attacker as per the options below. Your attack still happens even if the enemy attack would leave you incapacitated and is not affected by any status effect from the attack the enemy made. Your attack also doesn’t negate the enemy attack, nor any attacks it may have made on other targets as part of its attack.
Target: The enemy that attacked you.
Attack: Charisma + Level vs. PD
Hit: You know 2 of the following hit effects. Choose which to apply when you hit with this power. You can change your selections after a full heal-up.

Blood Mist of the Red
You take Dragon Dice damage, and the target must pass an immediate hard save (16+) or become confused (save ends).

Choking Gas of the Gold
Dragon Dice damage and the target is weakened until the end of its next turn.

Magic Warp of the Blue
Transfer a save ends ongoing status effect (not last gasp) from yourself to the target.

Mountain Mist of the White
Dragon Dice ongoing damage and the target is vulnerable to the next attack made against it.

Mystic Mist of the Silver
The target is stunned until the end of its next turn.

Prying Claws of the Bronze
Dragon Dice damage and lower the target’s AC and PD by 2 each (hard save 16+ ends).

Sand Blast of the Copper
Dragon Dice damage and the same amount as ongoing damage (hard save 16+ ends).

Senses Dulling Gas of the Brass
Dragon Dice damage and the target is dazed (save ends).

Shadow Jump of the Black
The target is vulnerable to the next attack made against it. You gain Dragon Dice temporary hit points and can immediately teleport to a nearby location that you can see as a free action.

Wooded Thorns of the Green
Dragon Dice ongoing damage and the target is stuck (save ends both).

Adventurer Feat: Instead of only knowing 2 hit effects you know either all 5 chromatic ones, or all 5 metallic ones.
Champion Feat: This power is now recharge 6+

Wyrm Summoning

Ranged Spell; 1/arc; Expends your breath
Special: You must also spend move and quick actions to use this power.
Effect: You summon a small or larger wyrm* (the physical manifestation in the temporal realm of the dreams of a powerful dragon in another realm). It will act immediately after you when summoned.

Summoned wyrms are classed as Superior Summons. They act after you and get a move and standard action. They can use a quick action if they can somehow get a use for one.

The wyrm adds the escalation die to its attack rolls.

The wyrm can fly, but you must first pass a hard save (16+) for it to initially be able to take flight in the battle (5th: Normal save (11+); 8th: Easy save (6+)).You can attempt this save as a free action once each round on the wyrm’s turn.

The size of the wyrm is at least small, and you can choose to make this larger, up to the maximum listed on the table for the wyrm’s (your) level.

Summoned Dragon Table

Level Attack Bonus Damage AC PD MD HP Wyrm’s Maximum Size
1 +5 5 17 15 11 16 Small
2 +6 6 18 16 12 20 Small
3 +8 8 19 17 13 24 Small
4 +9 10 21 19 15 30 Medium
5 +10 12 22 20 16 50 Medium
6 +12 16 23 21 17 60 Medium
7 +13 22 25 23 19 80 Medium
8 +14 28 26 24 20 120 Large
9 +16 35 27 25 21 160 Large
10 +17 45 28 26 22 200 Large
11 +18 60 29 27 23 240 Large
12 +19 80 30 28 24 320 Large

Claw and bite
melee attack; At-will
Target: 1 engaged enemy
Attack: As per table vs. AC
Hit: Damage as per table.
Miss: Damage equal to the dragon’s level.

Breath weapon
Close quarters attack; Once per battle when the escalation die is 1+
Target: 1d3 nearby enemies in a group
Attack: As per table vs. PD
Hit: As per table dragon element damage.
Miss: Half damage

Special:

Champion Feat: Once per arc, a recovery you use to heal yourself also heals the wyrm for the same amount.

* Other wyrms may be encountered. Powerful dragons of other realms may project themselves onto your temporal realm, usually as a younger or smaller version of themselves. They have the stats and powers of a dragon, but do not gain the stoke or escalator abilities of fully real dragons.

3rd Level Powers

Dragon Leap

Close-quarters Power; 1/battle; Requires breath; Standard and move action to use
Effect: You place yourself in an untargetable temporary nimbus of energy above you. Remove yourself from play and take no further actions this turn or until the start of your next turn. At the start of your next turn, place yourself anywhere nearby your previous location in the battle, and make the following attack as a free action:
Target: 1d3 nearby enemies in a group
Attack: Strength + Level vs. PD
Hit: 11 (2d10) thunder damage and the target suffers a -2 penalty to AC and PD until the end of your next turn.
Miss: Half damage
4th 15 (6d4) damage.
5th 18 (4d8) damage.
6th 23 (5d8) damage.
7th 30 (12d4) damage.
8th 35 damage.
9th 45 damage.
10th 60 damage.
Adventurer feat: Each target you hit that meets the hit point threshold after taking the damage must immediately save or be stuck until the end of its next turn.

Dragon Mist

You become surrounded by a misty aura of your dragon element.
Close-quarters; Recharge 11+; Quick action; Expends your Breath
Target: You
Effect: Until the end of the battle, when an enemy misses the target with an attack, it takes Dragon Dice dragon element damage. The first time that an enemy triggers this effect, it becomes vulnerable to the next attack matching your dragon element.
Special: If you have the Dragon Shield talent, you can target a nearby ally with this power
instead.
Adventurer Feat: The first enemy to trigger this effect becomes vulnerable to your first attack against it each round (save ends).
Champion Feat (replaces Adv): The first enemy to trigger this effect becomes vulnerable to your first attack against them each round until the end of the
battle.

Dragon Motes

Close quarters Power; arc/desperate; Move Action; Expends your breath
Effect: You breathe 1d3+1 dragon shaped floating motes of your dragon element. These motes will last until used, or the end of the battle. They will intercept incoming melee and ranged damage, and reduce the damage of those attacks that hit you by 6 HP. Melee attackers can choose to push past a mote to deliver full damage, but if they do so they must pass a save or suffer 3d4 dragon element damage. In either case, that mote is then used up. Only 1 mote can be used on each attack.
4th 8hp; 3d6
5th 10hp; 3d8
6th 12hp; 4d8
7th 15hp; 6d6
8th 20hp; 8d6
9th 25hp; 10d6
10th 30hp; 12d6
Adventurer Feat: Your motes can be used to protect other nearby allies.
Champion Feat (Replaces Adv): As per Adventurer feat, and gain an extra mote that must be used to protect others

Dragon’s Roar

Close-quarters power; 1/battle; Quick action; Expends your breath
Target: 1d3+1 nearby enemies in a group
Attack: Charisma + Level vs. MD
Hit: 6 (1d10) thunder damage.
Natural Even hit: The target is also hindered until the end of its next turn.
Miss: Thunder damage equal to your level.
Special: If the attack misses all targets, you don’t expend this power.
4th 8 (3d4) damage.
5th 10 (4d4) damage.
6th 13 (2d12) damage.
7th 17 (3d10) damage.
8th 20 damage.
9th 25 damage.
10th 35 damage.
Champion feat**:** The hindered effect becomes save ends.
Epic feat**:** On a critical hit, the target is stunned until the start of your next turn.

Dragonblade Sweep

Same as dragonthane basic melee attack except…

1/battle; Expends your breath
Target: Up to 3 nearby enemies in a group of which you must be engaged to at least 1
Hit: WEAPON dragon element damage (no stat bonus applies)
Natural even hit: Dragon Dice dragon element damage
Miss: Dragon element damage equal to your level
Champion feat**:** Attack PD instead of AC
Epic Feat: Dragonblade Sweep can be used at-will when the escalation die is even

Leaping Attack

Melee attack; Recharge 11+
Effect: Pop free from all engaged enemies (if any). You can then move into engagement with a nearby enemy and make the following attack against that enemy. You cannot be intercepted during this movement. You take a -1 penalty to the attack for each enemy you popped free from.
Target: One enemy
Attack: Strength + Level vs. PD
Hit: WEAPON + Strength damage
Miss: Half damage
Adventurer Feat: You no longer take an attack penalty for popping free.

Quick Slash

Same as dragonthane basic melee attack except…

1/battle; Quick action; Requires breath
Hit: For damage, roll a number of WEAPON dice equal to your level minus 1 (no stat modifier).
8th The damage is now WEAPON
Adventurer Feat: You can choose to pop free from the target on a natural 16+.
Champion Feat: Half damage on a natural even miss.

5th Level Powers

Channel Dragon Magic Same as dragonthane basic melee attack except… Recharge 6+; Requires Breath Hit: Same damage as basic attack dragon element damage, and either you or a nearby ally can gain a bonus to a recharge roll after the battle equal to your Charisma modifier. Miss: Dragon dice dragon element damage Champion feat: If you hit, deal Dragon Dice dragon element damage to a nearby enemy the next time you expend breath. Coiled Dragon

Same as dragonthane basic melee attack except…

1/battle
Hit: Half of WEAPON + Strength damage
Natural even roll: You can heal using a recovery.
Natural odd roll: Gain dragon dice temporary hit points.
Special: On a natural odd hit you can immediately expend your breath to heal using a recovery.
Miss: Damage equal to your level
Champion Feat: If the attack misses, you can use coiled dragon again later in this battle.
Epic Feat: Coiled dragon can be used at-will when the escalation die is 5+.

Great Breath

Close-quarters power; Recharge 11+; Quick action
Effect: You gain breath and your Dragon Dice increases by one step until the end of the battle. When a save ends effect is applied to you during this power’s duration, you can choose to end this power in order to make an immediate saving throw against the effect.
Champion feat**:** When a save ends effect is applied to you during this power’s duration, you can choose to end this power to immediately end the effect.

Life Breathing

Close-quarters power; Recharge 16+; Free action at any time
Effect: Gain breath and temporary hit points equal to Dragon Dice plus Con mod x 2 (8th: Con mod x 4).
Champion Feat: Each of your nearby allies gains Dragon Dice (but not Con mod) temporary hit points.
Epic Feat: Life Breathing is now recharge 6+.

Rampage of Fury

Melee Attack; 1/Arc; This expends your breath
Effect: Pop free from all engaged enemies (if any). You can then take a move action and pass through spaces occupied by up to 4 nearby enemies. You cannot be intercepted during this movement and cannot end this movement in an occupied space.
Against each of the enemies whose space you moved through, make a no-trigger attack.
Champion Feat: Each enemy you hit that meets the hit point threshold after taking the damage must immediately make an easy save (6+) or be dazed until the end of their next turn.

Spirit Dragon Strike

Same as dragonthane basic melee attack except…

1/battle; Requires Breath
Attack: Charisma + Level vs. MD
Hit: WEAPON + Charisma psychic damage, and you gain resist damage equal to 10+ Charisma modifier to all but force, which you are vulnerable to. This lasts until the end of your next turn.
Special: You can expend your breath to inflict either ongoing dragon dice psychic damage, or a -2 penalty to MD (Save ends).
Miss: Dragon dice dragon element damage.
Champion Feat: One battle per arc, keep the damage resistance until the end of the battle. You can end this effect as a free action on your turn.

7th Level Powers

Elemental Burst

Close-quarters power; Recharge 16+; Quick action; This expends your breath
Effect: You create a damaging surface around you until the end of your next turn based on your dragon element. Enemies that start their turn engaged with you, or engage you during their turn, take Dragon Dice dragon element damage. If you so choose, they also take a -5 penalty to disengage from you.

Flying or Tailed Attack

melee attack; 1/battle; interrupt action.
Trigger: A nearby enemy moves.
Special: As an interrupt action, Flying or Tailed Attack can only be used to intercept a moving enemy.
Effect: Choose either Flying or Tailed attack:

Target: One nearby moving enemy
Attack: Strength + Level vs. AC
Hit: Dragon dice + Strength thunder damage
Champion Feat: Natural even hit: The target suffers a -2 AC penalty to the next attack to target that defense before the end of your next turn, and the target must immediately save or be stuck until the end of your next turn.

Weaken the Prey

Same as dragonthane basic melee attack except…

1/battle; This expends your breath
Target: One enemy meeting the hit point threshold
Attack: Strength + Level vs. AC
Hit: Same damage as basic attack, and the target is weakened until the end of your next turn.

9th Level Breath Powers

Soul Strike

Same as dragonthane basic melee attack except…

1/battle; This expends your breath
Target: One enemy
Attack: Strength + Level vs. MD
Hit: Same damage as basic attack dragon element damage, and the target takes a -2 penalty to saves (save ends)
Miss: Dragon dice dragon element damage
Epic Feat: The target takes dragon dice ongoing dragon element damage on a hit

Dragonthane Multiclass

Dragonthane’s aren’t recommended to multiclass. They’ve already got plenty going on. Borrowing talents is probably a better idea, but if you think you have to, use this.

Dragonthanes count as skillful warriors. Your weapon dice don’t drop one step if both of your classes count as skillful warriors.

You don’t get the dragonthane’s normal bonus talents at 5th and 8th level, instead receiving them at 6th level and 9th level.

You lag one level behind in the Powers Known and Pool Available columns of the Dragonthane Level Progression table. At 1st level, you know 1 or 2 at-will powers (if your other class also has at-will powers or spells you’ll have one from each class), one at-will dragonthane power selected should be one that gives you Breath. You’ll have one other non-at-will dragonthane power, with all of them being from the 1st level pool.

Combining your Dragon Dice damage with attacks from other classes remains off-limits.

Key Ability Modifier

Key Modifier Other class
Str/Dex Monk, Ranger, Rogue
Str/Int Artificer, Necromancer, Occultist, Psion, Swordmage, Wizard
Str/Wis Cleric, Druid, Fateweaver, Shaman
Str/Cha Barbarian, Bard, Chaos Mage, Commander, Emotive, Fighter, Paladin, Savage, Sorcerer, Warlock

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