Dragonblooded Mortal
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99

Paths

Choosing the dragonblooded mortal archetype replaces one of the character’s Paths.

Saving Throws

A dragonblooded mortal has all good saving throws. This alters saving throws.

Dragon Heritage (Ex)

A dragonblooded mortal gains a host of different abilities depending on which dragon’s power they carry. Choose one of the following dragons. As a dragonblooded mortal gains levels, she gains different abilities depending on the dragon selected.
Dragon Type Energy Type Breath Shape
Black Acid 60-ft. line
Blue Electricity 60-ft. line
Green Acid 30-ft. cone
Red Fire 30-ft. cone
White Cold 30-ft. cone
Brass Fire 60-ft. line
Bronze Electricity 60-ft. line
Copper Acid 60-ft. line
Gold Fire 30-ft. cone
Silver Cold 30-ft. cone

Dragonform

A dragonblooded mortal gains the following abilities as she gains levels.

Claws (Ex)

At 1st level, a dragonblooded mortal gains the ability to grow claws. These claws are primary attacks that deal 1d6 damage for a Medium creature. Growing or retracting these claws is a free action.

Dragon Hide (Ex)

At 1st level, a dragonblooded mortal gains a +1 natural armor bonus, and gains resistance 5 to the element associated with her dragon. At 5th, 9th, 13th, and 17th levels, this natural armor bonus increases by +1, and her resistance improves by 5.

Bite (Ex)

At 5th level, a dragonblooded mortal gains the ability to grow a bite attack. This is a primary attack that deals 1d8 damage for a Medium creature. Growing or dismissing this bite attack is a free action.

Breath Weapon (Su)

At 9th level, a dragonblooded mortal gains the ability to make a breath attack as a dragon. This breath attack has a different shape and damage type depending on the the dragonblooded mortal’s dragon type as chosen above. This breath weapon deals 1d6 points of damage of the dragon’s energy type per dragonblooded mortal level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 her dragonblooded mortal level + her Constitution modifier or her casting ability modifier, whichever is higher. The dragonblooded mortal may use this ability once per 1d4 rounds.

Wings (Ex)

At 13th level, a dragonblooded mortal gains the ability to grow leathery dragon wings from her back as a standard action, giving her a fly speed of 60 feet with average maneuverability. These wings can be dismissed as a free action.

Power (Ex)

At 17th level, the dragonblooded mortal gains a +2 bonus to her Constitution and Strength scores. Her fly speed increases to 90 feet.

Dragonheart (Ex)

At 20th the dragonblooded mortal’s heritage comes to complete fruition. She gains immunity to paralysis, sleep, and her associated energy type. She also gains blindsense 60 feet.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Purring Racial Ritual
Squadron Surreal Teamwork Theurge
Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
The High Magic Handbook
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.