Long ago, the angelic race sinned. Remorseful and horrified by the sin they enacted, the only fitting punishment was to expunge their sins from their bodies. The angelic race sacrificed themselves, splitting their physical forms into man and dragon. The progeny of their sin, the beastmen, still roam the earth as a reminder of man's sin.
But not all is lost. The connection between man and dragon is physically weak but strong in soul, only found in those with pure hearts and blood. The dragonsoul, a human race with very strong draonic blood originating from the angels rule the Dragonsland, a war-torn land with pure-blooded nobles. The mark of the dragonsoul, black skin, are said to be purer and more suited to rule.
Those of stronger blood have a deeper connection with dragons, able to create a "dragon bond" granting a series of unique abilities. Dynasties are created by kings who pass down his unique dragon from son to son. Weaker blood does not allow the breaking of a bond, often causing the death of his bonded dragon.
Dragon Knights are pure-blooded warriors fighting the wars of the Dragonlands king, all attempting to prove their place and the right to be given a dragon. Instead of inheriting a dragon, a desperate few decide to hunt their own. Court sorcerers with weaker, but known blood, try to find a place within their society by using their dragon blood for arcane support. Those with unknown blood, the Errants, hide in common society, using their skills as spies to furthur the cause of their lord. Many Errants do not know they carry the blood within themselves. Their mental powers are writen off as a hidden madness, only to be confirmed as blooded when they become more aware of the larger world.
Dragonsoul Value
Value |
Dragonsoul |
XP Cost |
4 |
Dragonsoul + royal dragon bond |
1500 |
3 |
Dragonsoul + strong dragon bond |
1200 |
2 |
Dragonsoul + dragon bond |
600 |
1 |
Dragonsoul + weak dragon bond |
300 |
0 |
Dragonsoul |
150 |
Dragonsoul 0: At Dragonsoul 0, all dragonsouls gain the following four custom powers:
-
Dragon Friend: Dragons find kinship in a dragonsoul's presence giving +2 to reaction rolls with dragons.
-
Dragon Kin: The dragonsoul is born with the natural instincts against dragon's signature attack He gains +4 saving throws to blast and breath weapons.
-
Dragon Mind: The dragonsoul gains the ability to read the thoughts of any dragon within 90' at will. Furthermore, he can send telepathic messages to any dragon whose surface thoughts he is reading (allowing two-way communication). In addition, once per day, the dragonsoul can detect dragons. The dragonsoul can detect the presence of a dragon in a 24 mile range, but does not know the direction or specific information. If within 6-miles, the dragonsoul knows the dragon's general direction, hit dice and spells. If within 60' the dragonsoul knows the hit points, dragon type, spells and general physical state of dragon, such as if he is sleeping or wounded.
-
Dragon Language. The dragonsoul knows the Draconic language.
Dragonsoul 1: The dragonsoul may make a weak dragon bond with a single dragon of twice his level in hit dice, to a maximum of 8 hit dice. The process takes a week per hit die to bond a dragon, after which the process is non-reversible, with only death breaking the bond. In the instance of death of one of the bonded, the other character must make a Save versus Death, or die as well.
While under a weak dragon bond, both dragon and dragonsoul will share soul. While within 10” of each other, the dragon and rider go off the dragonsoul's initiative value, +1 to initiative, surprise, AC and hear noises. As long as the dragon is on your dimensional plane, the dragonsoul gains long-range telepathy, which allows telepathic communication over any distance. A dragon and dragonsoul can impair his bondmate called a disdainful barrage, canceling the benefits of share soul and penalties both the dragon and the dragonborn with -1 to attack throws, saving throws, proficiency throws and reaction tests.
Dragonsoul 2: The dragonsoul may make a dragon bond with a maximum of 12 hit dice, which has all the properties of a weak dragon bond including two special abilities. The dragonsoul gains Riding for his bonded dragon. In addition, the dragonsoul gains the riding proficiency with a dragon he is bonded. While riding, the dragon and rider slaughter in tandem, giving both dragon and dragonsoul +1 to attack throw and damage. Just like dual wielding, if the rider is carrying a magic weapon, the dragon may add the weapon's magical bonus to his attacks. Disdainful barrage penalty can be up to -2 penalties, instead of -1.
Dragonsoul 3: The dragonsoul can make a strong dragon bond with a maximum of 16 hit dice, which allows all the abilities of a weak and strong dragon bonds, but share soul also grants +2 to all saving throws. Disdainful barrage can up to -3 penalties.
In addition, the rider or dragon can become the spell's source. While within 100' of each other, the dragon and rider can cast spells through their bondmate as they were the point of origin.
Dragonsoul 4: The dragonsoul is of royal blood, and can make a royal dragon bond with no maximum hit dice. A dragon never dies from the death of a royal dragon bond in the event of the death of his bondmate. As well, the dragonsoul becomes to immune to mundane and magical fear. In addition, the royal blood allows one extra maximum levels.