Draconic Feats

DRACONIC ARMOR [GENERAL]

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

Prerequisite: Draconic Heritage

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).

DRACONIC AURA [GENERAL]

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

Prerequisite: Draconic Heritage, Character Level 3

Benefit: When you select this feat, choose a draconic aura. 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 not select this feat more than once.

DRACONIC BLOODLINE [GENERAL]

You are descended from a dragon. The dragon bloodline is strong in both physical power and magic. Your characteristics might vary with the type of dragon from which you are descended, but you share some traits with others of draconic blood. Like your majestic reptilian ancestor, you are proud and of noble bearing, and you might even share its coloration in some way.

Although characters with draconic blood can have any alignment, they are prone to mimic their dragon ancestor's personalities. Others often see them as somewhat arrogant and obsessive, but the dragon-blooded usually feel justifiably proud of their abilities. Spellcasters with draconic ancestors love knowledge and beautiful items, and they often adventure to acquire one or the other. Their spell selections tend toward either flamboyant, combat-oriented spells, or knowledge-gathering spells. Sorcerers of this bloodline favor the same environments as their dragon ancestors.

Prerequisite: Ability to cast arcane spells without preparation,

Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.

1st - Comprehend languages

2nd - Darkvision

3rd - Protection from elements

4th - Fear

5th - Mindfog

6th - True seeing

7th - Vision

8th - Mind blank

9th - Dominate monster

Special: *DM approval is needed to take this feat. If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.

A character with the Draconic Bloodline feat retains many of the strengths and weaknesses of his ancestor. As such, he must choose a category of spells (often spells with a certain descriptor) that he cannot learn or cast. Such spells do not appear on the character's spell list for any class. The DM is the finial decision maker on which category of spells the character is denied.

A character may choose only one base bloodline feat.

*DRACONIC HERITAGE [GENERAL]

You have a connection with an ancient magic, your bloodline has dragonblood. Because draconic magic is in your blood it allows you unique abilities with your natural affinity to sorcerer.

Prerequisite: Sorcerer level 1

Benefit: 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: *DM approval is needed to take this feat. With DM's permission, you can choose a draconic heritage associated with a kind of dragon not found in the list above.

DRACONIC KNOWLEDGE [GENERAL]

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 LEGACY [GENERAL]

You have realized greater arcane power through your draconic heritage.

Prerequisite: Draconic Heritage, Any three draconic feats

Benefit: Based on your draconic heritage, add the following spells to your list of spells known. Each spell is added at the level that a spellcaster would normally gain it unless otherwise indicated.

Dragon Kind/Spells Known

Black - Charm animal (snakes and lizards only), deeper darkness, insect plague

Blue - Major image, mirage arcane, ventriloquism

Green - Charm person, dominate person, plant growth

Red - Detect secret doors, suggestion, true seeing

White - Obscuring mist, sleet storm, wall of ice (5th level)

Brass - Control winds, endure elements, tongues

Bronze - Control water (5th level), speak with animals, water breathing

Copper - Silent image, stone shape, wall of stone

Gold - Bless, daylight, dispel evil

Silver - Air walk (5th level), feather fall, wind wall

Special: if any of the spells you would gain from this feat are spells you already know, you can pick another spell that a sorcerer would ordinarily have available to him at that same level.

DRACONIC PERSUASION [GENERAL]

Your arcane talents lend you a great deal of allure.

Prerequisite: Draconic Heritage

Benefit: After you cast an arcane spell, you gain a bonus equal to 1-1/2 times the spell's level on your next Bluff, Intimidate, or Perform check. The check must be made before the end of the next round.

DRACONIC PRESENCE [GENERAL]

When you use your magic, your mere presence can terrify those around you.

Prerequisite: Draconic Heritage

Benefit: Whenever you cast an arcane spell, all opponents within 10 feet of you who have fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifier). A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.

DRACONIC RESISTANCE [GENERAL]

Your bloodline hardens your body against the energy type of your progenitor.

Prerequisite: Draconic Heritage

Benefit: You gain resistance to the energy type of your draconic heritage equal to three times the number of draconic feats you currently have (including draconic feats you take after gaining this feat).

DRACONIC SENSES [GENERAL]

Your draconic blood grams 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 SKIN [GENERAL]

Your skin takes on the sheen, luster, and hardness of your draconic parentage.

Prerequisite: Draconic Heritage

Benefit: Your natural armor increases by 1.

DRACONIC TOUGHNESS [GENERAL]

Your draconic nature reinforces your body as you embrace your heritage.

Prerequisite: Draconic Heritage, sorcerer level 1st

Benefit: When you take this feat, you gain 2 hit points for each draconic feat you have, including this one. Whenever you take a new draconic feat, you gain 2 more hit points.

DRACONIC VIGOR [GENERAL]

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

Prerequisite: Draconic Heritage

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

DRAGON WINGS [GENERAL]

Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.

Prerequisite: 1st level only, Dragonblood subtype

Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Special: Unlike most feats, this feat must be taken at 1st level, during character creation. A kobold with the Dragonwrought feat can take this feat at 3rd level.