MammonAzrael
2011-02-27, 04:55 PM
Dragon Apostle
http://www.wizards.com/dnd/images/dmag_gallery/100212.jpg
”The incredible power of the dragons is matched only by their majesty. Power and majesty I will harness myself!”
- Tatiana Flameworthy, a potential gold dragon apostle
Dragon apostles believe in the awesome might of the dragon, seeing it as a creature above all others, perfect in form and function. Through their own experiences and beliefs, they identify with a particular breed of dragon, revering it, and wishing to follow in it’s footsteps. Using that as a representation of their own strength, a dragon apostle derives great power from the dragons they model themselves after. As they grow in experience and skill they become more draconic, taking on many aspects of the particular dragon they idolize.
Becoming a Dragon Adept
Any race can see the allure of the powerful dragon, and dragon apostles can be found throughout the world. Most dragon apostles begin their careers holding up all dragons, as dragonfire adepts or dragon shamans, slowly gaining a small portion of draconian potency, before they narrow down their ideals and define their desires enough to follow a certain breed above others. However, not all apostles begin so, as some creatures find their own abilities and mindsets mirroring those of dragons. Regardless of how the enter, dragon apostles are usually tough and determined, with high constitutions and charisma.
Entry Requirements
Skills: 8 ranks in Knowledge (Arcana)
Special: Dragonblood subtype, must have a breath weapon
http://www.wizards.com/dnd/images/dmag_gallery/100208.jpg
Skill points gained per level: 4 + Int modifier
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Hit Die: d8
Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+0|+2|Totem dragon, aspect (1st ability), energy resistance 10
2|+1|+3|+0|+3|Breath weapon increase, damage reduction
3|+2|+3|+1|+3|Aspect (2nd ability), scales +1
4|+3|+4|+1|+4|Breath weapon increase
5|+3|+4|+1|+4|Aspect (3rd ability), breath weapon range increase
6|+4|+5|+2|+5|Breath weapon increase, energy resistance 20
7|+5|+5|+2|+5|Aspect (4th ability), scales +2
8|+6|+6|+2|+6|Breath weapon increase
9|+6|+6|+3|+6|Energy immunity
10|+7|+7|+3|+7|Aspect (5th ability), breath weapon increase
Weapon and armor proficiencies
A dragon apostle gains no additional weapon or armor proficiencies.
Breath Weapon, Draconic Aura, and Invocations
Your dragon apostle levels stack with your dragonfire adept levels for the purposes of determining the DC of your breath weapon, meeting the prerequisites of breath effects, determining the caster level of your invocations, and the grades of invocations you can learn.
Your dragon apostle levels stack with your dragon shaman levels for the purposes of determining the DC of your breath weapon and the bonus granted by your draconic auras.
Totem Dragon
You choose a totem dragon from the table below. You must meet the prerequisites to select a given totem dragon (alignment, breath weapon deals associated energy type, and 4 ranks in the given skill). If you already have a totem dragon, you must select that dragon; you do not have to meet the prerequisites. You gain additional class skills depending on the dragon chosen for your totem.
Dragon|Alignment|Energy type|Skill|Class skills
Black|Non-good|Acid|Hide|Hide, Move Silently, Swim
Blue|Non-good|Electricity|Spellcraft|Bluff, Hide, Spellcraft
Brass|Non-evil|Fire|Gather Information|Bluff, Gather Information, Survival
Bronze|Non-evil|Electricity|Survival|Disguise, Survival, Swim
Copper|Non-evil|Acid|Bluff|Bluff, Hide, Jump
Gold|Non-evil|Fire|Heal|Disguise, Heal, Swim
Green|Non-good|Acid|Bluff|Bluff, Hide, Move Silently
Red|Non-good|Fire|Appraise|Appraise, Bluff, Jump
Silver|Non-evil|Cold|Disguise|Bluff, Disguise, Jump
White|Non-good|Cold|Move Silently|Hide, Move Silently, Swim
Energy Resistance (Ex)
You gain resistance 10 to the energy type associated with your totem dragon. This resistance increases to 20 at level 6.
Totem Aspects
At the levels given on the class table you gain abilities based on your totem dragon. The DCs of any invocations gained are equal to 10 + the equivalent spell level + your charisma modifier. The DCs of any breath weapon-based abilities are the same as your breath weapon DC.
Black Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG71.jpg
Water Adaptation (Ex)
You can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities while submerged. You also gain a swim speed equal to your land speed.
Deepened Darkness (Sp)
At 3rd level you gain the deepened darkness invocation (lesser; 4th). You can create magical darkness, as the deeper darkness (http://www.d20srd.org/srd/spells/deeperDarkness.htm) spell. You can see through this magical darkness without issue.
Noxious Breath (Su)
At 5th level, whenever your breath weapon deals acid damage, the damaged creature is sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 2 rounds. A successful Fortitude save halves the duration.
Corrupt Water (Sp)
At 7th level you gain the corrupt water invocation (greater; 6th). You can stagnate 1 cubic foot of water within 60 feet, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save or become fouled. A creature that ingests or breaths corrupted water must succeed on a Fortitude save or be nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round. You can still breath and survive in water your stagnated without issue.
Corrosive Breath (Su)
At 10th level you can breath particularly dangerous acid. Whenever your breath weapon deals acid damage the damaged creature takes 2 constitution damage. This damage is halved if they made their save against your breath weapon.
Blue Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG72.jpg
Burrowing (Ex)
At 1st level you gain a burrow speed equal to half your land speed. This increases to your land speed at 6th level.
Sculpt Sound (Sp)
At 3rd level you gain the sculpt sound invocation (lesser; 3rd). You can use sculpt sound (http://www.d20srd.org/srd/spells/sculptSound.htm) as the spell.
Shocking Breath (Su)
At 5th level, whenever your breath weapon deals electricity damage the damaged creature is flat-footed (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted) for 2 rounds. A successful Reflex save halves the duration.
Mirage (Sp)
At 7th level you gain the mirage invocation (greater; 5th). You can use mirage arcana (http://www.d20srd.org/srd/spells/mirageArcana.htm) as the spell.
Stunning Breath (Su)
At 10th level, whenever your breath weapon deals electricity damage the damaged creature is stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) for 1 round if they failed their save against your breath weapon.
Brass Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG79.jpg
Burrowing (Ex)
At 1st level you gain a burrow speed equal to half your land speed. This increases to your land speed at 6th level.
Wall of Flames (Sp)
At 3rd level, you gain the wall of flames invocation (lesser; 4th). You can use wall of fire (http://www.d20srd.org/srd/spells/wallOfFire.htm) as the spell.
Drowsy Breath (Su)
At 5th level, whenever your breath weapon deals fire damage the damaged creature becomes drowsy and is staggered (http://www.d20srd.org/srd/conditionSummary.htm#staggered) for 2 rounds, regardless of current HP. A successful Will save halves the duration. This is a magical sleep effect.
Blast of Wind (Sp)
At 7th level, you gain the blast of wind invocation (greater; 6th). You can create and control strong winds, as the control winds (http://www.d20srd.org/srd/spells/controlWinds.htm) spell. You cannot create winds greater than hurricane force.
Comatose Breath (Su)
At 10th level, whenever your breath weapon deals fire damage the damaged creature falls asleep for 1d6 rounds if they failed their save against your drowsy breath. This is a magical sleep effect.
Bronze Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG81.jpg
Water Adaptation (Ex)
You can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities while submerged. You also gain a swim speed equal to your land speed.
Comprehend Intent (Sp)
At 3rd level, you gain the comprehend intent invocation (lesser; 3rd). You gain a +6 bonus on sense motive checks and you can you detect thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) as the spell.
Avoidance Breath (Su)
At 5th level, whenever your breath weapon deals electricity damage the damaged creature cannot make melee or ranged attacks against you, nor target you with a spell or other effect for 1 round if they fail a Will save. This is a mind-affecting compulsion enchantment effect.
Aquatic Control (Sp)
At 7th level, you gain the aquatic control invocation (greater; 6th). You gain a +6 bonus on Swim checks and a +20 ft. bonus to your swim speed for a period of 24 hours, and an checks are treated as trained even if you have no ranks in the skill. While the invocation is active, you can end the effect as a standard action to cast control water (http://www.d20srd.org/srd/spells/controlWater.htm) as the spell.
Repulsion Breath (Su)
At 10th level, your breath repels those it touches, causing them to flee. Whenever your breath weapon deals electricity damage the damaged creature flees for 2 rounds by the best and fastest means available to them if they failed their save against your breath weapon. If they cannot flee, they cower (http://www.d20srd.org/srd/conditionSummary.htm#cowering). This is a mind-affecting compulsion enchantment effect.
Copper Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG82.jpg
Spider Climb (Ex)
You can climb on stone surfaces as though using the spider climb spell.
Stony Spikes (Sp)
At 3rd level, you gain the stony spikes invocation (lesser; 4th). You can use spike stones (http://www.d20srd.org/srd/spells/spikeStones.htm) as the spell. You are immune to the effects created by this invocation.
Persistent Breath (Su)
At 5th level, whenever your breath weapon deals acid damage the damaged creature takes half the acid damage dealt at the beginning of their next turn if they failed their save against your breath weapon.
Liquid Stone (Sp)
At 7th level, you gain the liquid stone invocation (greater; 5th). You can use transmute mud to rock (http://www.d20srd.org/srd/spells/transmuteMudToRock.htm) and transmute rock to mud (http://www.d20srd.org/srd/spells/transmuteRockToMud.htm) as the spells.
Slow Breath (Su)
At 10th level the acid you breath congeals on those hit, slowing them down. Whenever your breath weapon deals acid damage, the damaged creature is slowed as if affected by slow (http://www.d20srd.org/srd/spells/slow.htm) for 2 rounds. A successful Fortitude save halves the duration.
Gold Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg
Draconic Flight (Sp)
At 1st level you gain the draconic flight invocation (lesser; 3rd). See page 80 of Dragon Magic.
Humanoid Shape (Sp)
At 3rd level, you gain the humanoid shape invocation. See page 80 of Dragon Magic.
Tiring Breath (Su)
At 5th level, whenever your breath weapon deals fire damage the damaged creature takes a -6 penalty to Strength for 2 rounds. A successful Fortitude save halves the duration.
Baleful Geas (Sp)
At 7th level you gain the baleful geas invocation (greater; 6th). See page 79 of Dragon Magic.
Weakening Breath (Su)
At 10th level your flaming breath eats away at a creature’s muscles. Whenever your breath weapon deals fire damage the damaged creature takes 2 strength damage. This damage is halved if they made their save against your breath weapon.
Green Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG75.jpg
Woodland Stride (Ex)
You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you.
Charm (Sp)
At 3rd level you gain the charm invocation (lesser; 4th). See page 79 of Dragon Magic.
Putrid Breath (Su)
At 5th level, whenever your breath weapon deals acid damage the damaged creature is nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round on a failed Fortitude save.
Enthralling Voice (Sp)
At 7th level you gain the enthralling voice invocation (greater; 6th). See page 80 of Dragon Magic. When you use this invocation you may affect creatures with more HD than your caster level, but for each 2 HD more than your CL they receive a +1 bonus to their save.
Deranging Breath (Su)
At 10th level you can breath particularly mind-eating fumes. Whenever your breath weapon deals acid damage the damaged creature takes 2 wisdom damage. This damage is halved if they made their save against your breath weapon.
Red Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG76.jpg
Draconic Flight (Sp)
At 1st level you gain the draconic flight invocation (lesser; 3rd). See page 80 of Dragon Magic.
Insatiable Desire (Sp)
At 3rd level you gain the insatiable desire invocation (lesser; 3rd). You gain a +6 bonus on Appraise and Sense Motive checks for a period of 24 hours, and such checks are treated as trained even if you have no ranks in the skill. While the invocation is active, you can end the effect as a full-round action to cast locate object (http://www.d20srd.org/srd/spells/locateObject.htm) as the spell.
Blazing Breath (Su)
At 5th level, whenever your breath weapon deals fire damage increase the fire damage dice by two steps (d6’s to d10’s, d8’s to d12’s, etc).
Terrifying Roar (Sp)
At 7th level you gain the terrifying roar invocation (greater; 5th). See page 79 of Dragon Magic. When you use this invocation you may affect creatures with more HD than your caster level, but for each 2 HD more than your CL they receive a +1 bonus to their save.
Searing Breath (Su)
At 10th level the burns from your fiery breath are extremely intense. Whenever your breath weapon deals fire damage it ignores any fire resistance and creatures with immunity to fire still take half damage (quarter damage of a successful save). In addition, any creature that is not resistant or immune to fire damage cannot take any actions on their next turn as they are overcome with pain unless they succeed on a Fortitude save.
Silver Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG86.jpg
Cloudwalking (Su)
You can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Humanoid Shape (Sp)
At 3rd level, you gain the humanoid shape invocation. See page 80 of Dragon Magic.
Sapping Breath (Su)
At 5th level, whenever your breath weapon deals cold damage the damaged creature is fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds. A successful Fortitude save halves the duration.
Chilling Fog (Sp)
At 7th level, you gain the chilling fog invocation (greater; 6th). See page 79 of Dragon Magic. As long as your cloudwalking is active you can move through this fog as if it were a normal cloud.
Paralyzing Breath (Su)
At 10th level, whenever your breath weapon deals cold damage the damaged creature is paralyzed (http://www.d20srd.org/srd/conditionSummary.htm#paralyzed) for 1 round if they failed their save against your breath weapon.
White Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG78.jpg
Ice Walking (Ex)
This ability works like the spider climb spell, but the surfaces that you climbs must be icy. It is always in effect.
Frigid Wind (Sp)
At 3rd level you gain the frigid wind invocation (lesser; 3rd). You send out waves of ice-cold air in a 30 foot cone. All creatures within the area are fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds. A successful Fortitude save halves the duration.
Chilling Breath (Su)
At 5th level, whenever your breath weapon deals cold damage the warmth is sapped from the damaged creature’s bones, making it’s movement sluggish. If they fail a Fortitude save swift actions require a move action to perform, move actions require a standard action, standard actions require a full-round action, and full-round actions cannot be performed for 1 round.
Freezing Fog (Sp)
At 7th level you gain the freezing fog invocation (greater; 5th). You create a cold magical fog, as the solid fog (http://www.d20srd.org/srd/spells/solidFog.htm) spell, but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease (http://www.d20srd.org/srd/spells/grease.htm) spell. You are immune to the grease effect because of your icewalking ability. You can only have one freezing fog in place at a time; creating a second freezing fog automatically dismisses any freezing fog you previously created.
Crystalizing Breath (Su)
At 10th level your breath becomes so cold the very air crystallizes. Whenever your breath weapon deals cold damage the damaged creature takes 2 dexterity damage. This damage is halved if they made their save against your breath weapon.
Breath Weapon (Su)
At 2nd level, any breath weapon you have has it’s damage increased by one die whenever it deals energy damage of the type associated with your totem dragon. It increases by another die again at 4th, 6th, 8th, and 10th level.
At 5th level the range of your breath weapon increases. Your cone-shaped breath weapon’s range increases by half your class level x 5 feet, and your line-shaped breath weapon’s range increases by your class level x 5 feet. This range increase only applies when your breath weapon is dealing energy damage of the type associated with your totem dragon.
Damage Reduction (Su)
At 2nd level you gain damage reduction equal to your class level/Magic.
Scales (Ex)
At 3rd level your skin becomes thick and scaly, taking on a tint or hue of your totem dragon. You gain +1 bonus to your natural armor. This bonus increases to +2 at seventh level.
Energy Immunity (Ex)
At 9th level you gain immunity to the energy type associated with your totem dragon.
http://www.wizards.com/dnd/images/dmag_gallery/100212.jpg
”The incredible power of the dragons is matched only by their majesty. Power and majesty I will harness myself!”
- Tatiana Flameworthy, a potential gold dragon apostle
Dragon apostles believe in the awesome might of the dragon, seeing it as a creature above all others, perfect in form and function. Through their own experiences and beliefs, they identify with a particular breed of dragon, revering it, and wishing to follow in it’s footsteps. Using that as a representation of their own strength, a dragon apostle derives great power from the dragons they model themselves after. As they grow in experience and skill they become more draconic, taking on many aspects of the particular dragon they idolize.
Becoming a Dragon Adept
Any race can see the allure of the powerful dragon, and dragon apostles can be found throughout the world. Most dragon apostles begin their careers holding up all dragons, as dragonfire adepts or dragon shamans, slowly gaining a small portion of draconian potency, before they narrow down their ideals and define their desires enough to follow a certain breed above others. However, not all apostles begin so, as some creatures find their own abilities and mindsets mirroring those of dragons. Regardless of how the enter, dragon apostles are usually tough and determined, with high constitutions and charisma.
Entry Requirements
Skills: 8 ranks in Knowledge (Arcana)
Special: Dragonblood subtype, must have a breath weapon
http://www.wizards.com/dnd/images/dmag_gallery/100208.jpg
Skill points gained per level: 4 + Int modifier
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Hit Die: d8
Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+0|+2|Totem dragon, aspect (1st ability), energy resistance 10
2|+1|+3|+0|+3|Breath weapon increase, damage reduction
3|+2|+3|+1|+3|Aspect (2nd ability), scales +1
4|+3|+4|+1|+4|Breath weapon increase
5|+3|+4|+1|+4|Aspect (3rd ability), breath weapon range increase
6|+4|+5|+2|+5|Breath weapon increase, energy resistance 20
7|+5|+5|+2|+5|Aspect (4th ability), scales +2
8|+6|+6|+2|+6|Breath weapon increase
9|+6|+6|+3|+6|Energy immunity
10|+7|+7|+3|+7|Aspect (5th ability), breath weapon increase
Weapon and armor proficiencies
A dragon apostle gains no additional weapon or armor proficiencies.
Breath Weapon, Draconic Aura, and Invocations
Your dragon apostle levels stack with your dragonfire adept levels for the purposes of determining the DC of your breath weapon, meeting the prerequisites of breath effects, determining the caster level of your invocations, and the grades of invocations you can learn.
Your dragon apostle levels stack with your dragon shaman levels for the purposes of determining the DC of your breath weapon and the bonus granted by your draconic auras.
Totem Dragon
You choose a totem dragon from the table below. You must meet the prerequisites to select a given totem dragon (alignment, breath weapon deals associated energy type, and 4 ranks in the given skill). If you already have a totem dragon, you must select that dragon; you do not have to meet the prerequisites. You gain additional class skills depending on the dragon chosen for your totem.
Dragon|Alignment|Energy type|Skill|Class skills
Black|Non-good|Acid|Hide|Hide, Move Silently, Swim
Blue|Non-good|Electricity|Spellcraft|Bluff, Hide, Spellcraft
Brass|Non-evil|Fire|Gather Information|Bluff, Gather Information, Survival
Bronze|Non-evil|Electricity|Survival|Disguise, Survival, Swim
Copper|Non-evil|Acid|Bluff|Bluff, Hide, Jump
Gold|Non-evil|Fire|Heal|Disguise, Heal, Swim
Green|Non-good|Acid|Bluff|Bluff, Hide, Move Silently
Red|Non-good|Fire|Appraise|Appraise, Bluff, Jump
Silver|Non-evil|Cold|Disguise|Bluff, Disguise, Jump
White|Non-good|Cold|Move Silently|Hide, Move Silently, Swim
Energy Resistance (Ex)
You gain resistance 10 to the energy type associated with your totem dragon. This resistance increases to 20 at level 6.
Totem Aspects
At the levels given on the class table you gain abilities based on your totem dragon. The DCs of any invocations gained are equal to 10 + the equivalent spell level + your charisma modifier. The DCs of any breath weapon-based abilities are the same as your breath weapon DC.
Black Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG71.jpg
Water Adaptation (Ex)
You can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities while submerged. You also gain a swim speed equal to your land speed.
Deepened Darkness (Sp)
At 3rd level you gain the deepened darkness invocation (lesser; 4th). You can create magical darkness, as the deeper darkness (http://www.d20srd.org/srd/spells/deeperDarkness.htm) spell. You can see through this magical darkness without issue.
Noxious Breath (Su)
At 5th level, whenever your breath weapon deals acid damage, the damaged creature is sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 2 rounds. A successful Fortitude save halves the duration.
Corrupt Water (Sp)
At 7th level you gain the corrupt water invocation (greater; 6th). You can stagnate 1 cubic foot of water within 60 feet, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save or become fouled. A creature that ingests or breaths corrupted water must succeed on a Fortitude save or be nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round. You can still breath and survive in water your stagnated without issue.
Corrosive Breath (Su)
At 10th level you can breath particularly dangerous acid. Whenever your breath weapon deals acid damage the damaged creature takes 2 constitution damage. This damage is halved if they made their save against your breath weapon.
Blue Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG72.jpg
Burrowing (Ex)
At 1st level you gain a burrow speed equal to half your land speed. This increases to your land speed at 6th level.
Sculpt Sound (Sp)
At 3rd level you gain the sculpt sound invocation (lesser; 3rd). You can use sculpt sound (http://www.d20srd.org/srd/spells/sculptSound.htm) as the spell.
Shocking Breath (Su)
At 5th level, whenever your breath weapon deals electricity damage the damaged creature is flat-footed (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted) for 2 rounds. A successful Reflex save halves the duration.
Mirage (Sp)
At 7th level you gain the mirage invocation (greater; 5th). You can use mirage arcana (http://www.d20srd.org/srd/spells/mirageArcana.htm) as the spell.
Stunning Breath (Su)
At 10th level, whenever your breath weapon deals electricity damage the damaged creature is stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) for 1 round if they failed their save against your breath weapon.
Brass Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG79.jpg
Burrowing (Ex)
At 1st level you gain a burrow speed equal to half your land speed. This increases to your land speed at 6th level.
Wall of Flames (Sp)
At 3rd level, you gain the wall of flames invocation (lesser; 4th). You can use wall of fire (http://www.d20srd.org/srd/spells/wallOfFire.htm) as the spell.
Drowsy Breath (Su)
At 5th level, whenever your breath weapon deals fire damage the damaged creature becomes drowsy and is staggered (http://www.d20srd.org/srd/conditionSummary.htm#staggered) for 2 rounds, regardless of current HP. A successful Will save halves the duration. This is a magical sleep effect.
Blast of Wind (Sp)
At 7th level, you gain the blast of wind invocation (greater; 6th). You can create and control strong winds, as the control winds (http://www.d20srd.org/srd/spells/controlWinds.htm) spell. You cannot create winds greater than hurricane force.
Comatose Breath (Su)
At 10th level, whenever your breath weapon deals fire damage the damaged creature falls asleep for 1d6 rounds if they failed their save against your drowsy breath. This is a magical sleep effect.
Bronze Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG81.jpg
Water Adaptation (Ex)
You can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities while submerged. You also gain a swim speed equal to your land speed.
Comprehend Intent (Sp)
At 3rd level, you gain the comprehend intent invocation (lesser; 3rd). You gain a +6 bonus on sense motive checks and you can you detect thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) as the spell.
Avoidance Breath (Su)
At 5th level, whenever your breath weapon deals electricity damage the damaged creature cannot make melee or ranged attacks against you, nor target you with a spell or other effect for 1 round if they fail a Will save. This is a mind-affecting compulsion enchantment effect.
Aquatic Control (Sp)
At 7th level, you gain the aquatic control invocation (greater; 6th). You gain a +6 bonus on Swim checks and a +20 ft. bonus to your swim speed for a period of 24 hours, and an checks are treated as trained even if you have no ranks in the skill. While the invocation is active, you can end the effect as a standard action to cast control water (http://www.d20srd.org/srd/spells/controlWater.htm) as the spell.
Repulsion Breath (Su)
At 10th level, your breath repels those it touches, causing them to flee. Whenever your breath weapon deals electricity damage the damaged creature flees for 2 rounds by the best and fastest means available to them if they failed their save against your breath weapon. If they cannot flee, they cower (http://www.d20srd.org/srd/conditionSummary.htm#cowering). This is a mind-affecting compulsion enchantment effect.
Copper Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG82.jpg
Spider Climb (Ex)
You can climb on stone surfaces as though using the spider climb spell.
Stony Spikes (Sp)
At 3rd level, you gain the stony spikes invocation (lesser; 4th). You can use spike stones (http://www.d20srd.org/srd/spells/spikeStones.htm) as the spell. You are immune to the effects created by this invocation.
Persistent Breath (Su)
At 5th level, whenever your breath weapon deals acid damage the damaged creature takes half the acid damage dealt at the beginning of their next turn if they failed their save against your breath weapon.
Liquid Stone (Sp)
At 7th level, you gain the liquid stone invocation (greater; 5th). You can use transmute mud to rock (http://www.d20srd.org/srd/spells/transmuteMudToRock.htm) and transmute rock to mud (http://www.d20srd.org/srd/spells/transmuteRockToMud.htm) as the spells.
Slow Breath (Su)
At 10th level the acid you breath congeals on those hit, slowing them down. Whenever your breath weapon deals acid damage, the damaged creature is slowed as if affected by slow (http://www.d20srd.org/srd/spells/slow.htm) for 2 rounds. A successful Fortitude save halves the duration.
Gold Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg
Draconic Flight (Sp)
At 1st level you gain the draconic flight invocation (lesser; 3rd). See page 80 of Dragon Magic.
Humanoid Shape (Sp)
At 3rd level, you gain the humanoid shape invocation. See page 80 of Dragon Magic.
Tiring Breath (Su)
At 5th level, whenever your breath weapon deals fire damage the damaged creature takes a -6 penalty to Strength for 2 rounds. A successful Fortitude save halves the duration.
Baleful Geas (Sp)
At 7th level you gain the baleful geas invocation (greater; 6th). See page 79 of Dragon Magic.
Weakening Breath (Su)
At 10th level your flaming breath eats away at a creature’s muscles. Whenever your breath weapon deals fire damage the damaged creature takes 2 strength damage. This damage is halved if they made their save against your breath weapon.
Green Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG75.jpg
Woodland Stride (Ex)
You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you.
Charm (Sp)
At 3rd level you gain the charm invocation (lesser; 4th). See page 79 of Dragon Magic.
Putrid Breath (Su)
At 5th level, whenever your breath weapon deals acid damage the damaged creature is nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) for 1 round on a failed Fortitude save.
Enthralling Voice (Sp)
At 7th level you gain the enthralling voice invocation (greater; 6th). See page 80 of Dragon Magic. When you use this invocation you may affect creatures with more HD than your caster level, but for each 2 HD more than your CL they receive a +1 bonus to their save.
Deranging Breath (Su)
At 10th level you can breath particularly mind-eating fumes. Whenever your breath weapon deals acid damage the damaged creature takes 2 wisdom damage. This damage is halved if they made their save against your breath weapon.
Red Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG76.jpg
Draconic Flight (Sp)
At 1st level you gain the draconic flight invocation (lesser; 3rd). See page 80 of Dragon Magic.
Insatiable Desire (Sp)
At 3rd level you gain the insatiable desire invocation (lesser; 3rd). You gain a +6 bonus on Appraise and Sense Motive checks for a period of 24 hours, and such checks are treated as trained even if you have no ranks in the skill. While the invocation is active, you can end the effect as a full-round action to cast locate object (http://www.d20srd.org/srd/spells/locateObject.htm) as the spell.
Blazing Breath (Su)
At 5th level, whenever your breath weapon deals fire damage increase the fire damage dice by two steps (d6’s to d10’s, d8’s to d12’s, etc).
Terrifying Roar (Sp)
At 7th level you gain the terrifying roar invocation (greater; 5th). See page 79 of Dragon Magic. When you use this invocation you may affect creatures with more HD than your caster level, but for each 2 HD more than your CL they receive a +1 bonus to their save.
Searing Breath (Su)
At 10th level the burns from your fiery breath are extremely intense. Whenever your breath weapon deals fire damage it ignores any fire resistance and creatures with immunity to fire still take half damage (quarter damage of a successful save). In addition, any creature that is not resistant or immune to fire damage cannot take any actions on their next turn as they are overcome with pain unless they succeed on a Fortitude save.
Silver Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG86.jpg
Cloudwalking (Su)
You can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Humanoid Shape (Sp)
At 3rd level, you gain the humanoid shape invocation. See page 80 of Dragon Magic.
Sapping Breath (Su)
At 5th level, whenever your breath weapon deals cold damage the damaged creature is fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds. A successful Fortitude save halves the duration.
Chilling Fog (Sp)
At 7th level, you gain the chilling fog invocation (greater; 6th). See page 79 of Dragon Magic. As long as your cloudwalking is active you can move through this fog as if it were a normal cloud.
Paralyzing Breath (Su)
At 10th level, whenever your breath weapon deals cold damage the damaged creature is paralyzed (http://www.d20srd.org/srd/conditionSummary.htm#paralyzed) for 1 round if they failed their save against your breath weapon.
White Dragon
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG78.jpg
Ice Walking (Ex)
This ability works like the spider climb spell, but the surfaces that you climbs must be icy. It is always in effect.
Frigid Wind (Sp)
At 3rd level you gain the frigid wind invocation (lesser; 3rd). You send out waves of ice-cold air in a 30 foot cone. All creatures within the area are fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 2 rounds. A successful Fortitude save halves the duration.
Chilling Breath (Su)
At 5th level, whenever your breath weapon deals cold damage the warmth is sapped from the damaged creature’s bones, making it’s movement sluggish. If they fail a Fortitude save swift actions require a move action to perform, move actions require a standard action, standard actions require a full-round action, and full-round actions cannot be performed for 1 round.
Freezing Fog (Sp)
At 7th level you gain the freezing fog invocation (greater; 5th). You create a cold magical fog, as the solid fog (http://www.d20srd.org/srd/spells/solidFog.htm) spell, but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease (http://www.d20srd.org/srd/spells/grease.htm) spell. You are immune to the grease effect because of your icewalking ability. You can only have one freezing fog in place at a time; creating a second freezing fog automatically dismisses any freezing fog you previously created.
Crystalizing Breath (Su)
At 10th level your breath becomes so cold the very air crystallizes. Whenever your breath weapon deals cold damage the damaged creature takes 2 dexterity damage. This damage is halved if they made their save against your breath weapon.
Breath Weapon (Su)
At 2nd level, any breath weapon you have has it’s damage increased by one die whenever it deals energy damage of the type associated with your totem dragon. It increases by another die again at 4th, 6th, 8th, and 10th level.
At 5th level the range of your breath weapon increases. Your cone-shaped breath weapon’s range increases by half your class level x 5 feet, and your line-shaped breath weapon’s range increases by your class level x 5 feet. This range increase only applies when your breath weapon is dealing energy damage of the type associated with your totem dragon.
Damage Reduction (Su)
At 2nd level you gain damage reduction equal to your class level/Magic.
Scales (Ex)
At 3rd level your skin becomes thick and scaly, taking on a tint or hue of your totem dragon. You gain +1 bonus to your natural armor. This bonus increases to +2 at seventh level.
Energy Immunity (Ex)
At 9th level you gain immunity to the energy type associated with your totem dragon.