Dragonborn inspired class (Dovahkiin)


Homebrew and House Rules


The Dovahkiin class is inspired by a warrior type build from Skyrim. It combined the features of a Fighter and a Bloodrager. My apologizes that the tables of class features is hard to read, but I can't find a good way to post tables.

A mortal born with the soul of a dragon (or other powerful entity) that makes him capable of great feats.
Role: Direct combat with some spells casting and magical abilities.
Alignment: Any.
Hit Die: d10
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 2 + Int modifier.
Level | BaB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th
1st | +1 | +2 | +0 | +0 | Bonus Feat, Bloodline Power, Martial Training | - | - | - | -
2nd | +2 | +3 | +0 | +0 | Bravery +1 | - | - | - | -
3rd | +3 | +3 | +1 | +1 | Bonus Feat | - | - | - | -
4th | +4 | +4 | +1 | +1 | Blood Casting, Bloodline Power, Eschew Materials | 1 | - | - | -
5th | +5 | +4 | +1 | +1 | Armor Training 1 | 1 | - | - | -
6th | +6/+1 | +5 | +2 | +2 | Bonus Feat, Bravery +2 | 1 | - | - | -
7th | +7/+2 | +5 | +2 | +2 | Bloodline Spell | 1 | 1 | - | -
8th | +8/+3 | +6 | +2 | +2 | Bloodline Power | 1 | 1 | - | -
9th | +9/+4 | +6 | +3 | +3 | Bonus Feat, Weapon Training 1 | 2 | 1 | - | -
10th | +10/+5 | +7 | +3 | +3 | Bloodline Spell, Bravery +3 | 2 | 1 | 1 | -
11th | +11/+6/+1 | +7 | +3 | +3 | | 2 | 1 | 1 | -
12th | +12/+7/+2 | +8 | +4 | +4 | Bloodline Feat, Bloodline Power | 2 | 2 | 1 | -
13th | +13/+8/+3 | +8 | +4 | +4 | Bloodline Spell, Armor Training 2 | 3 | 2 | 1 | 1
14th | +14/+9/+4 | +9 | +4 | +4 | Bravery +4 | 3 | 2 | 1 | 1
15th | +15/+10/+5 | +9 | +5 | +5 | Bonus Feat | 3 | 2 | 2 | 1
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bloodline Spell, Bloodline Power | 3 | 3 | 2 | 1
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Armor Mastery | 4 | 3 | 2 | 1
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bloodline Power, Weapon Mastery | 4 | 3 | 2 | 2
19th | +19/+14/+9/+4 | +11 | +6 | +6 | 4 | 3 | 3 | 2
20th | +20/+15/+10/+5 | +12 | +6 | +6 | 4 | 4 | 3 | 2

Class Features

Weapon and Armor Proficiency:
A dovahkiin is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats:
At 1st level, and at every few level thereafter, a dovahkiin gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.
[At 12th level or above, a dovahkiin may gain Lesser Spell Resistance in place of a Bonus Feat.
Lesser Spell Resistance: spell resistance equals 6 + dovahkiin levels (or other bloodline-based spell caster class).
]

Martial Training (Ex):
At first level, a dovahkiin counts his total dovahkiin levels as fighter levels for the purpose of qualifying for feats. This ability does not automatically grant feats normally granted to fighters based on class level.

Bravery (Ex):
Starting at 2nd level, a dovahkiin gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Bloodline Power:
Each dovahkiin’s draconic soul empowers his bonus spells and power.
The dovahkiin gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a dovahkiin gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's dovahkiin level as the caster level.
At 7th, 10th, 13th, and 16th levels, a dovahkiin learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the dovahkiin takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the dovahkiin can change his previous bloodline to make them conform.

Eschew Materials:
At 4th level, the dovahkiin gains Eschew Materials as a bonus feat.

Spells:
Beginning at 4th level, a dovahkiin gains the ability to cast a small number of arcane spells drawn from the dovahkiin spell list. To learn or cast a spell, a dovahkiin must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a dovahkiin's spell is 10 + the spell level + the dovahkiin's Charisma modifier.
Like other spellcasters, a dovahkiin can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The dovahkiin does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.
The dovahkiin's selection of spells is limited. At 4th level, a dovahkiin knows two 1st-level spells of his choice. A dovahkiin gains more spells as he increases in level, as indicated on the table above. Unlike spells per day, the number of spells a dovahkiin knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a dovahkiin can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
Dovahkiin Spells Known
Spell’s Known
Level | 1st | 2nd | 3rd | 4th
1st | - | - | - | -
2nd | - | - | - | -
3rd | - | - | - | -
4th | 2 | - | - | -
5th | 3 | - | - | -
6th | 4 | - | - | -
7th | 4 | 2 | - | -
8th | 4 | 3 | - | -
9th | 5 | 4 | - | -
10th | 5 | 4 | 2 | -
11th | 5 | 4 | 3 | -
12th | 6 | 5 | 4 | -
13th | 6 | 5 | 4 | 2
14th | 6 | 5 | 4 | 3
15th | 6 | 6 | 5 | 4
16th | 6 | 6 | 5 | 4
17th | 6 | 6 | 5 | 4
18th | 6 | 6 | 6 | 5
19th | 6 | 6 | 6 | 5
20th | 6 | 6 | 6 | 5

Armor Training (Ex):
Starting at 5th level, a dovahkiin learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every eight levels thereafter (5th and 13th), these increase by 1 each time.
In addition, a dovahkiin can also move at his normal speed while wearing medium armor. At 13th level, a dovahkiin can move at normal speed in heavy armor.

Weapon Training (Ex):
Starting at 9th level, a dovahkiin can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every eight levels thereafter (9th, and 17th), a dovahkiin becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a dovahkiin reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A dovahkiin also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the dovahkiin's Combat Maneuver Defense when defending against disarm and sunderattempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex):
At 19th level, a dovahkiin gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex):
At 20th level, a dovahkiin chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Dovahkiin Bloodlines:
Draconic
Though born to a typical mortal race you have the soul of a dragon.
Bonus Spells: shield (7th), resist energy (10th), heroism (13th), fear (16th).
Bloodline Powers: The power of dragons flows through you and manifests through the voice or thu’um. Activating bloodline powers requires a verbal component unless otherwise stated. At 1st level, you must select a dragon type (see the table below). Once chosen, this type cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.
Dragon Type | Energy Type | Breath Shape
Black | Acid | 60-foot line
Blue | Electricity | 60-foot line
Green | Acid | 30-foot cone
Red | Fire | 30-foot cone
White | Cold | 30-foot cone
Brass | Fire | 60-foot line
Bronze | Electricity | 60-foot line
Copper | Acid | 60-foot line
Gold | Fire | 30-foot cone
Silver | Cold | 30-foot cone
*Other | Any |60-foot line OR 30-foot line
*Requires GM permission and probably a good reason
Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your dovahkiin level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
Draconic Resistance (Ex): At 4th level and every 4 levels thereafter, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. You have these benefits constantly with no need for verbal activation.
Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per dovahkiin level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your dovahkiin level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Quickling Bloodrage (Sp): At 12th level you are treated as if you are under the effects of haste for 4 + your Constitution modifier + 2 per level rounds per day. These rounds need not be consecutive. Activating or deactivating this ability can be is a free action.
Call Dragon (Sp): At 16th level, you can summon a dragon of your chosen dragon type (as summon dragon 6). Calling the dragon can be performed as a free action. The dragon arrives a full round after being called and will serve you for 4 + your Constitution modifier + 2 per level rounds per day. These rounds need not be consecutive.
Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly with no need for verbal activation.
Other Dovahkiins bloodlines can be selected from the Bloodrager Bloodline list.

Dovahkiin Spells:
Dovahkiins gain access to the following spells.
1st-Level Dovahkiin Spells: blade lash, blurred movement, break, burning hands, cause fear, chill touch, color spray, corrosive touch, ear-piercing scream, endure elements, enlarge person, expeditious retreat, feather fall, flare burst, frostbite, hydraulic push, icicle dagger, jump, line in the sand, long arm, mage armor, magic missile, magic weapon, marid's mastery, mirror strike, mount, mudball, phantom blood, protection from chaos/evil/good/law, ray of enfeeblement, ray of sickening, reduce person, returning weapon, shadow weapon, shield, shock shield, shocking grasp, stone fist, stone shield, strong wings, sundering shards, thunderstomp, touch of combustion, touch of gracelessness, touch of the sea, true strike, unerring weapon, warding weapon, wave shield, web bolt, windy escape, winter feathers.
2nd-Level Dovahkiin Spells: Ablative barrier, acid arrow, adhesive blood, animal aspect, bear's endurance, blindness/deafness, blood armor, blood blaze, boiling blood, brow gasher, bullet shield, bull's strength, burning gaze, cat's grace, certain grip, daze monster, death from below, defensive shock, delay pain, disfiguring touch, dust of twilight, eagle's splendor, elemental touch, extreme flexibility, false life, fire breath, flaming sphere, frigid touch, ghoul touch, glitterdust, gust of wind, gusting sphere, imbue with elemental might, mirror image, molten orb, protection from arrows, pyrotechnics, resist energy, scorching ray, see invisibility, shatter, slipstream, sonic scream, spider climb, steal breath, stone call, stone discus, touch of idiocy, unshakable chill.
3rd-Level Dovahkiin Spells: Air geyser, animal aspect (greater), aqueous orb, beast shape I, blood biography, blood scent, burrow, burst of speed, chain of perdition, cloak of winds, countless eyes, draconic reservoir, elemental aura, eruptive pustules, excruciating deformation, fire trail, fireball, firestream, flame arrow, fly, force hook charge, force punch, gloomblind bolts, haste, heroism, hold person, hostile levitation, howling agony, hydraulic torrent, keen edge, lightning bolt, locate weakness, magic weapon (greater), monstrous physique I, pain strike, paragon surge, phantom steed, protection from energy, rage, raging rubble, ray of exhaustion, resinous skin, silver darts, sleet storm, slow, stinking cloud, thunderstomp (greater), twilight knife, undead anatomy I, vampiric touch, versatile weapon, vision of hell, water breathing, wind wall.
4th-Level Dovahkiin Spells: absorbing inhalation, ball lightning, beast shape II, bestow curse, black tentacles, calcific touch, confusion, contagion, crushing despair, detonate, dragon's breath, earth glide, elemental body I, enervation, enlarge person (mass), false life (greater), fear, fire shield, firefall, flaming sphere (greater), ghost wolf, hellmouth lash, ice storm, monstrous physique II, moonstruck, pellet blast, phantasmal killer, reduce person (mass), ride the waves, river of wind, shocking image, shout, stoneskin, telekinetic charge, touch of slime, vermin shape I, vitriolic mist, volcanic storm, wall of fire, wall of ice, wall of sound, wreath of blades.

Summon Dragon Spell:
School: Conjuration (summoning)
Level: magus (1-6), sorcerer/wizard (0-9), summoner (1-6)
Casting Time: 1 round
Components: V, S, M (valuable coins, gems, jewels, or jewelry)
Range: Close (25 ft. + 5 ft//2 levels)
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
This spell conjures a dragon to aid you in a fight. This spell functions the same way as Summon Monster spells except that it requires a payment to the summoned dragon in the form of a material component. Each level is associated with a specific challenge rating of dragons and includes a list of possible dragons to summon for that level, but any type of dragon of the appropriate challenge rating could reasonably be summoned with GM's approval.
Level | Cost (gold) | Creatures to summon
0 (CR < 1) | 7.5 gp |
Kobold warrior
1 (CR 1) | 15 gp |
Pseudodragon
2 (CR 2) | 90 gp |
Faerie Dragon
Nycar
Shadow Drake
Tatzlwyrm
White Dragon, Wyrmling
3 (CR 3-4) | 225 gp |
Black Dragon, Wyrmling
Brass Dragon, Wyrmling
Copper Dragon, Wyrmling
Fire Drake
Forest Drake
Green Dragon, Wyrmling
Ice Drake
River Drake
Tidepool Dragon
White Dragon, Very Young
4 (CR 5-6) | 420 |
Black Dragon, Very Young
Blue Dragon, Wyrmling
Brass Dragon, Very Young
Bronze Dragon, Wyrmling
Copper Dragon, Very Young
Green Dragon, Very Young
Red Dragon, Wyrmling
Sea Drake
Silver Dragon, Wyrmling
White Dragon, Young
Wyvern
5 (CR 7-8) | 675 |
Black Dragon, Young
Blue Dragon, Very Young
Brass Dragon, Young
Bronze Dragon, Very Young
Copper Dragon, Copper
Desert Drake
Frost Drake
Gold Dragon, Wyrmling
Green Dragon, Young
Red Dragon, Very Young
Silver Dragon, Very Young
White Dragon, Juvenile
6 (CR 9-10) | 1000 |
Black Dragon, Young Adult
Blue Dragon, Young
Brass Dragon, Young Adult
Bronze Dragon, Young
Copper Dragon, Juvenile
Dragon Turtle
Gold Dragon, Very Young
Green Dragon, Juvenile
Lave Drake
Red Dragon, Young
Silver Dragon, Young
White Dragon, Young Adult
7 (CR 11-12) | 1400 |
Black Dragon, Adult
Blue Dragon, Young Adult
Brass Dragon, Adult
Bronze Dragon, Young Adult
Copper Dragon, Young Adult
Gold Dragon, Very Young
Green Dragon, Young Adult
Red Dragon, Juvenile
Silver Dragon, Juvenile
Time Dragon, Young
White Dragon, Mature Adult
8 (CR 13-14) | 1800 |
Black Dragon, Old
Blue Dragon, Adult
Brass Dragon, Old
Bronze Dragon, Adult
Copper Dragon, Mature Adult
Crag Linnorm
Gold Dragon, Young Adult
Green Dragon, Old
Red Dragon, Young Adult
Silver Dragon, Young Adult
White Dragon, Old
9 (CR 15-16) | 2300 |
Black Dragon, Very Old
Blue Dragon, Old
Brass Dragon, Very Old
Bronze Dragon, Old
Copper Dragon, Old
Fjord Linnorm
Gare Linnorm
Gold Dragon, Adult
Green Dragon, Old
Red Dragon, Mature Adult
Silver Dragon, Mature Adult
Spine Dragon
White Dragon, Ancient
Notes: Prices = scroll price * 0.6 gp.


This bard archetype reminded me of the Dragonborn but if we're homebrewing, moving over to fighter shouldn't be too hard. I would recommend making it a fighter archetype instead of a Bloodrager / Fighter but you're in pretty deep. My only real problem is that some players or builds refuse to cast spells but are fine with using shouts. Maybe some spell like abilities as an option would be better and add more "performances" to cover more shouts. Of course, your class is only inspired so staying true to the dovahkiin isn't really a problem.


I will look at the Thundercaller and see if they, or some other bard/skald archeype, looks like a good match for a dragonborn.

I was hoping the Bloodline Powers would have felt like shouts, but that may not have shone through as much as I was hoped.

I was inspired to make this class when I had a new player that was having a hard time getting into the world of Golarian, but he knew and loved Skyrim, so I wanted to build a class that would be balanced (so I build it from preexisting features) and that he could really get into.


Calling bloodline powers shouts could work its just didn't seem that way because its still called a bloodline power. I would've completely missed it if you titled shouts rather than powers. A fighter with a bloodline would've probably been more new player friendly than a spellcaster. Call the powers shouts and maybe add some thundercalling. Drop some bonus feats and you're set.

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