Dragon Descendant

(Dragon Magic variant, p. 34)

A secret monastic order, dragon descendants tap into the power of their draconic heritage to call on their ancestors in times of need.


Skills: Concentration 8 ranks

Feats: Combat Reflexes , Dragontouched or Draconic Heritage , Improved Unarmed Strike

Special: Still mind class feature.

Hit die


Skill points

4 + Int

Class Features

Monk Abilities: Throughout your career as a dragon descendant, your dragon descendant levels stack with your monk levels for determining your unarmed damage, Armor Class bonus, and unarmored speed bonus.

Ancestor: At every odd-numbered level, you can tap into the power of a specific, notable ancestor dragon to augment your own abilities. When you call an ancestor's spirit to you, your facial features shift to become a combination of your own face and that of your ancestor. Calling an ancestor spirit is a standard action.

Until you reach 10th level, you can have only one ancestor spirit active at a time. When you call a new one, the old one automatically departs.

Rampaging Ancestor: Starting at 1st level, you can call a dragon ancestor known for its destructive rampages through the countryside. When you call that ancestor's spirit, you become immune to fear and gain a +1 insight bonus on attack rolls and damage rolls. At 5th level the insight bonus increases to +2, and at 9th level it increases to +3. In addition, your unarmed strikes are considered to be magic and chaotic aligned for the purpose of overcoming damage reduction.

Subtle Ancestor: Starting at 3rd level, you establish a connection to an ancestor dragon that was a puppet master, wielding influence among the lesser races with subterfuge. When you call that ancestor's spirit, you gain an insight bonus on Hide checks and Move Silently checks equal to your dragon descendant class level, and you don't take the standard —5 penalty for moving quickly while you sneak around. You can also make sneak attacks as a rogue of your dragon descendant level, dealing an extra 2d6 points of damage with each successful sneak attack (this stacks with any existing sneak attack or similar class feature you have).

Eldritch Ancestor: Starting at 5th level, you can connect to an ancestor dragon that was a powerful spellcaster. When you call on the eldritch ancestor's spirit, you gain the spelllike ability to emit a ray with a range of 60 feet. This ranged touch attack affects a single target, allows no saving throw, and deals 1d6 points of damage per two dragon descendant class levels. The ray is the equivalent of a spell whose level is equal to one-half your dragon descendant class level (round down). The ray is subject to spell resistance, and it deals half damage to objects.

Enduring Ancestor: Starting at 7th level, you connect to an ancestor dragon that survived such adversity as attacks from other dragons, would-be dragonslayers, and adventurers seeking to raid its hoard. When you call on this ancestor's spirit, you gain an insight bonus on saving throws equal to one-half your class level. You also gain damage reduction X/cold iron, where X is equal to your dragon descendant class level.

Ancient Ancestor: Starting at 9th level, you reach an ancestor dragon known widely to sages and historians even today—one of the great ancient dragons of folklore. When you call on this ancestor's spirit, you can make an attack of opportunity against any foe who attempts a melee attack against you, until you have reached your limit of attacks of opportunity set by your Dexterity score and the Combat Reflexes feat. Furthermore, you gain an insight bonus to your Armor Class equal to one-half your dragon descendant class level.

Ancestral Lore: When you meditate, you sometimes hear the whispers of your ancestors, and if you concentrate hard enough, you can briefly communicate with them and benefit from their draconic lore. This contact functions like bardic knowledge (PH 28), except that you substitute a Concentration check for the bardic knowledge check. Starting at 2nd level, you can meditate in this way once per week.

Slippery Mind: Starting at 4th level, the presence of an ancestor dragon's spirit can jar your mind free of magical effects that would otherwise control or compel you. For more details, see the rogue class feature (PH 51).

Rapid Calling: By 6th level, you have made such lasting connections to your ancestors that you're able to call them forth more quickly. From now on, connecting to an ancestor spirit takes only a swift action, not a standard action.

Detect Dragonblood (Sp): Starting at 8th level, you can detect nearby dragons at will; their blood seems to sing to you faintly. See the detect dragonblood spell, page 65.

Double Synthesis: Starting at 10th level, your soul is such a welcome home for your ancestors that you can have two ancestor dragon spirits active at the same time, gaining the full benefit of each. If you call a third ancestor, the spirit that has been with you the longest departs to make room for the newcomer.


Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Monk abilities, rampaging ancestor
2nd +1 +3 +0 +3 Ancestral lore
3rd +2 +3 +1 +3 Subtle ancestor
4th +3 +4 +1 +4 Slippery mind
5th +3 +4 +1 +4 Eldritch ancestor
6th +4 +5 +2 +5 Rapid calling
7th +5 +5 +2 +5 Enduring ancestor
8th +6 +6 +2 +6 Detect dragonblood
9th +6 +6 +3 +6 Ancient ancestor
10th +7 +7 +3 +7 Double synthesis

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Escape Artist DEX no yes
Hide DEX no yes
Jump STR no yes
Knowledge (history) INT yes no
Knowledge (religion) INT yes no
Listen WIS no no
Move Silently DEX no yes
Profession WIS yes no
Sense Motive WIS no no
Spot WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Dragon Descendant