D&D 3e (3.0/3.5) Rules
Krynn's history is replete with tales of heroic knights and dark lords, who have in concert with their dragon mounts swayed the tides of battle. But in the "Age of Mortals", a new tale is unfolding.
With the return of "wild magic", a new relationship is forming, and on rare occasions, dragon and man come together to share in a partnership based on magic. These individuals are bound together in a way that the more "martial" fellowship cannot hope to match.
To qualify as a dragon mage, a character must fulfill all the following criteria:
Alignment: Compatible with dragon cohort (see below).
The dragon mage's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the dragon mage prestige class.
Weapon and Armor Proficiency: Dragon mages gain no proficiency with weapons or armor.
Spells per Day: A dragon mage gains new spells known and spells per day (or increase in caster level if SP ability), as if advancing in the spell casting class he belonged to before adding the prestige class. He gains +1 level of existing class at all but first, fifth, and tenth level.
Dragon Cohort: At first level, the dragon mage may designate a willing dragon that he has made peaceful contact with as his dragon cohort, though this is limited by his Leadership score and the dragon's ECL (see Table 2-15 on pg 79 of the DLCS). A dragon mage counts a dragon's ECL as being 3 lower than its actual value. The dragon mage cannot attract a cohort whose effective level (counting the minus three adjustment) is higher than his total levels (this is an exception to the normal rule, which states that the cohort must be lower than the characters level). First, the dragon mage must use the Leadership feat to gain an appropriate dragon as a cohort. If the mage already has a familiar or animal companion, he suffers a –8 penalty to his leadership score. A dragon will not bond with anyone whose alignment opposes its own (shift along one axis that are not direct conflicts are allowed). The dragon mage may only have one dragon cohort at any one time. The dragon receives bonuses to hit die, natural armor, and Strength adjustment as per the "Dragon Rider mount" table 2-16, pg 79 of the DLCS, replacing "Dragon Rider" levels with dragon mage levels.
Dragon Bond (Su): At second level, the dragon mage and his dragon forge a magical bond with each other, this creates a strong, empathic connection between the two. Each member of the bond knows when the other is hurt, upset, or in danger.
The bond allows them to determine the general direction of each other over almost any distance (as long as they are on the same plane) and cannot be severed except by choice, or the death of one of the bonded (force effects can temporarily block the contact). General emotional information can be shared (such as fear, hunger, happiness or curiosity). Because of this empathic link, the bonded have the same connection to an item or place as their bond mate. For example, a dragon mage whose dragon has been to a location can teleport to that location as if he himself had been there.
Dragon Domain: At 2nd level, the dragon mage gains the dragon domain (see the Draconomicon, p. 107). The dragon mage adds the domain spells to any spells he already knows. However, he does not gain any additional spells per day from the bonus domain. As Bluff and Intimidate are class skills for the dragon mage already, the dragon mage instead gains a +2 bonus to these two skills.
(NOTE: The Dragon Domain spells can be used as replacement options for invocations.)
Dragon Feat: At third (and again at sixth and ninth) level the bonded dragon may also choose a bonus feat from the following list: Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Snatch, Strafing Breath, Weapon Focus, or Wingover.
Shared Power (Su): At fourth level, the bond between mage and dragon becomes so strong that they can draw off of each other's arcane power. Dragon and mage combine (STACK) their Cha modifiers when determining bonus spells per day, and the DC for spells cast. Each also receives a bonus to all Intimidate checks equal to their bond mate's Cha modifier (stacks with the +2 gained from Dragon domain). Example: Caalin (Cha mod +3) and Spark (Cha mod +4) would both treat their Charisma modifier as +7 for purposes of determining bonus spells for the day, and for DC of their spells for purposes of saving throws against their spells, in addition Caalin would receive a +4 to any Intimidate checks he made, and Spark would add +3 to his Intimidate checks.
Improved Resist Dragonfear: The dragon mage receives Improved Resist Dragonfear as a bonus feat.
Shared Metamagic (Su): At seventh level, the bonded may "share" metamagic feats by working in concert. To share a metamagic feat, both mage and dragon must be in physical contact, the bond mate proceeds with casting as normal, and the bond mate providing the metamagic feat, provides the feat effect (as well as any increase in level slot required). This sharing can be used on any spell either bond mate knows, and in addition, can be used by the dragon while using his breath weapon. For example: Spark (a bronze) is about to unleash his lightning breath at a group of trolls that are "distracting" them. Caalin places his hand on Spark's flank, and adds his "Energy Substitution" feat to alter Spark's breath weapon from lightning to fire, negating the troll's regeneration. Spark releases his breath weapon as normal, and Caalan provides the metamagic feat. If Caalan had chosen to use "Energy Admixture" the four spell-slot adjustment required would have come from his spell slots for the day.
Defensive Tactics: At tenth level, neither a dragon mage nor his dragon cohort can be flanked while the mage is in the saddle. The dragon and mage have learned to look in each other's "blind spot" to prevent enemies from sneaking up on them.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.