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7 minute read
Mysteries
from Dragonomicon - 3.5e
Table 3–9: The Hoardstealer
Class Base Fort Ref Will —— Spells per Day —— Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th 1st +0 +0 +2 +0 Darkvision +30 ft., trapfinding 0 — — — 2nd +1 +0 +3 +0 Hide from dragons 1/day 1 — — — 3rd +2 +1 +3 +1 Trap sense +2, deep pockets 1 0 — — 4th +3 +1 +4 +1 Treasure dowsing 1/day 1 1 — — 5th +3 +1 +4 +1 Darkvision +60 ft. 1 1 0 — 6th +4 +2 +5 +2 Trap sense +4,hide from dragons 2/day 1 1 1 — 7th +5 +2 +5 +2 Treasure dowsing 2/day 2 1 1 0 8th +6 +2 +6 +2 Skill mastery 2 1 1 1 9th +6 +3 +6 +3 Darkvision +90 ft., trap sense +6 2 2 1 1 10th +7 +3 +7 +3 Treasure dowsing 3/day, hide from dragons 3/day 2 2 2 1
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the hoardstealer must have an Intelligence score of at least 10 + the spell’s level, so a hoardstealer with an Intelligence of 10 or lower cannot cast these spells. Hoardstealer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the hoardstealer’s Int modifier. When the hoardstealer gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level hoardstealer), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The hoardstealer’s spell list appears below. A hoardstealer casts spells just as a wizard does.
Darkvision (Su): At 1st level, a hoardstealer gains darkvision with a range of 30 feet, or the range of his existing darkvision improves by 30 feet if he already has the ability.
At 5th level and at 9th level, the range of the hoardstealer’s darkvision extends another 30 feet, to a maximum of +90 feet at 9th level.
Trapfinding (Ex): Like a rogue, a hoardstealer can use the Search skill to locate traps when the task has a DC higher than 20. He may also use the Disable Device skill to disarm a magic trap. A hoardstealer who beats a trap’s DC by 10 or more can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Hide from Dragons (Sp): A 2nd-level hoardstealer can cast hide from dragons on himself once per day. This functions as the spell of the same name (see page 113), except that it only affects the hoardstealer and lasts for only 1 round per level.
At 6th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day.
Trap Sense (Ex): Starting at 3rd level, a hoardstealer gains an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks by traps. At 6th level these bonuses rise to +4, and at 9th level to +6. These bonuses stack with trap sense bonuses gained from other classes.
Deep Pockets (Su): Once per day, a 3rd-level hoardstealer can turn any container—from a waistcoat pocket to a backpack to a barrel—into the equivalent of a bag of holding. The container’s weight remains the same, but it becomes capable of holding up to 10 cubic feet (or 100 pounds) of material per level. The duration of this effect is 1 hour per level. If the effect ends prematurely (such as by being dispelled), everything within the container spills out onto the floor.
Treasure Dowsing (Su): Once per day, a 4th-level hoardstealer can concentrate (a full-round action) to detect the location of the largest mass of metal or minerals within a range of 10 feet per level. If the hoardstealer concentrates on a specific metal or mineral (such as gold or diamonds), he detects the location of each such deposit within range. This is otherwise identical to the effect of a rod of metal and mineral detection (see page 236 of the Dungeon Master’s Guide).
At 7th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day.
Skill Mastery (Ex): At 8th level, a hoardstealer may select a number of skills equal to 3 + his Int modifier. When making a skill check with one of these skills, the hoardstealer may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his ability that he can use his skill reliably under adverse conditions, such as when an angry dragon pursues him down a tunnel.
Hoardstealer Spell List
Hoardstealers choose their spells from the following list. 1st Level: detect magic, detect secret doors, expeditious retreat, ghost sound, identify, Tenser’s floating disk, Nystul’s magic aura, read magic, unseen servant. 2nd Level: cat’s grace, knock, invisibility, locate object, resist energy, spider climb. 3rd Level: arcane sight, clairaudience/clairvoyance, dispel magic, protection from energy, shrink item. 4th Level: arcane eye, dimension door, freedom of movement, hide from dragons*. *New spell detailed on page 106.
INITIATE OF THE DRACONIC MYSTERIES
Not all who explore the mysterious powers of dragons do so out of heritage or religious faith. Some become students of knowledge that leads to greater power.
Most initiates of the draconic mysteries are monks, though some fighters follow the path as well. In rare cases, barbarians, rangers, or rogues have been known to become initiates.
NPC initiates may gather in quiet places of study to share their learning and practice their techniques. Or they may test their powers in the field, either alone or with others who respect their ways. Regardless of her company, the initiate of the draconic mysteries remains a strange and
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wondrous individual, set apart from others of her race by her pursuit of ancient secrets.
Hit Die: d8.
Requirements
To qualify to become an initiate of the draconic mysteries, a character must fulfill all the following criteria.
Feats: Alertness, Improved Unarmed Strike, Power Attack.
Skills: Concentration 6 ranks, Jump 8 ranks, Knowledge (arcana) 6 ranks, Knowledge (religion) 4 ranks, Tumble 4 ranks.
Language: Draconic. Class Skills
The initiate’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha),
Escape Artist (Dex), Heal (Wis), Listen (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Spot (Wis), and
Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the initiate of the draconic mysteries prestige class.
Weapon and Armor Proficiency: An initiate of the draconic mysteries gains no proficiency with any weapons, armor, or shields.
Evasion (Ex): An initiate of the draconic mysteries can avoid even magical and unusual attacks with great agility. If an initiate makes a successful Reflex saving throw against an attack that normally deals half damage on a save (such as a red dragon’s fiery breath or a fireball), the initiate instead takes no damage.
Evasion can only be used if the initiate is wearing light armor or no armor.
Claws of the Dragon (Su): At 2nd level, the unarmed strike of an initiate of the draconic mysteries is empowered with draconic might. The initiate’s unarmed strike can overcome damage reduction as if it were a magic weapon.
In addition, the unarmed strikes of an initiate of the draconic mysteries may deal slashing damage, at her option.
Such damage cannot be nonlethal damage.
Keen Senses (Ex): At 3rd level, an initiate gains darkvision out to 60 feet and low-light vision.
Increased Unarmed Damage (Ex): At 4th level, the damage dealt by an initiate’s unarmed attacks increases by one die step (such as from 1d3 to 1d4, or from 1d8 to 1d10).
At 8th level, it increases another die step.
Frightful Presence (Ex): A 5th-level initiate of the draconic mysteries can unsettle foes with her mere presence.
The initiate can activate her frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the initiate (dragons are immune to the effect).
A potentially affected creature that succeeds on a Will save (DC 10 + initiate’s class level + initiate’s Cha modifier)
An initiate of the draconic mysteries
Table 3–10: The Initiate of the Draconic Mysteries
Class Base Fort Ref Will Level Attack Bonus Save Save Save Special
1st +0 +2 +2 +2 Evasion 2nd +1 +3 +3 +3 Claws of the dragon 3rd +2 +3 +3 +3 Keen senses 4th +3 +4 +4 +4 Increased unarmed damage 5th +3 +4 +4 +4 Frightful presence 6th +4 +5 +5 +5 Improved evasion 7th +5 +5 +5 +5 Spell resistance 8th +6 +6 +6 +6 Increased unarmed damage 9th +6 +6 +6 +6 Deadly strike, timeless body 10th +7 +7 +7 +7 Dragon shape