Base Class: Barbarian
Many Barbarian Tribes respect only the most powerful opponents, and there are few that match the strength of the chromatic dragons. For some, this becomes adoration and even devotion. While the dragons themselves would never give the beings beneath them such power through the barbarians devotion, they too can wield a portion of this revered power these elemental dragons command.
Elemental Alignment
At 3rd level, the power of the chromatic dragons gives you an affinity for the elements. As part of a short rest you can attune to one of the four primary elements: Cold, Fire, Poison and Lightning. While attuned to an element you have resistance to that form of damage as well as take on aesthetic changes appropriate to the dragons element, such as your eyes being clouded with the element when viewed or gaining scales.
While Raging, you can channel this elemental energy in the form of the spectral scream. As an action all creatures in a 15 foot cone in front of you must succeed a dexterity saving throw if you are using Fire or Lighting damage or a Constitution saving throw for Poison or Cold damage (DC= 8 + your Constitution modify + your proficiency bonus) dealing 2d6 of the attuned type or half as much on a successful save, the damage increases by 1d6 at levels 6th,10th and 14th. You can use this ability a number of times per day equal to your rages per day.
Cold
As an action all creatures in a 15 foot cone in front of you must succeed a Constitution saving throw (DC= 8 + your Constitution modify + your proficiency bonus) dealing 2d6 Cold damage or half as much on a successful save, the damage increases by 1d6 at levels 6th,10th and 14th. You can use this ability a number of times per day equal to your rages per day.
Fire
As an action all creatures in a 15 foot cone in front of you must succeed a dexterity saving throw or take 2d6 of the Fire damage or half as much on a successful save, the damage increases by 1d6 at levels 6th, 10th and 14th. You can use this ability a number of times per day equal to your rages per day.
Lightning
As an action all creatures in a 15 foot cone in front of you must succeed a dexterity saving throw (DC= 8 + your Constitution modify + your proficiency bonus) dealing 2d6 of Lightning Damage or half as much on a successful save, the damage increases by 1d6 at levels 6th,10th and 14th. You can use this ability a number of times per day equal to your rages per day.
Poison
As an action all creatures in a 15 foot cone in front of you must succeed a Constitution saving throw (DC= 8 + your Constitution modify + your proficiency bonus) dealing 2d6 of the Poison damage or half as much on a successful save, the damage increases by 1d6 at levels 6th, 10th and 14th. You can use this ability a number of times per day equal to your rages per day.
Elemental Ward
At 6th level, your rage passively imbues you and your allies with a ward of offensive and defensive elemental energy. While raging, you and all allies within 30 feet of you gain benefits based on the element you are attuned to. These effects end for you if your rage ends or you fall unconscious and ends for any allies who leave the 30 feet around you.
Cold You and your allies take 5 less damage to all forms of damage except psychic and 1/4 of all damage taken is reflected back at the source. The damage resistance increases by 5 at 10th and 14th level.
Fire When you first enter rage with these element any creatures within 5 feet of you take 8 damage. You and your allies after this within 30 feet gain a 5 foot smoldering aura and hostile creatures that start their turns inside this ring of heat takes 1d8 fire damage. This damage increases by 1d8 at 10th and 14th level. The damage with in 5 feet changes from 8 to 16 at level 14.
Lightning You and your allies are charged with electrical energy gaining 15 temporary hit points in the form of an electric aura. These hit points increase by 5 at 10th and 14 level. In addition, this energy turns incoming damage into electrical discharges, anytime you or an ally takes damage, an arc discharges dealing 1d6 + your Constitution modifier dealt as lightning damage to the nearest hostile creature within 15 feet. This damage increases to 1d8 at 10th level and 1d10 at 14th level.
Poison You and your allies gain +5 to movement speed. This increases to 10 at 10th and to 15 at 14th level. You and Allies also produce an aura of noxious fumes in a 5 foot radius . Any hostile creature that starts it's turn in that aura or enters the aura must make a Constitution saving throw (DC= 8 + your constitution modifier + your proficiency bonus) or become poisoned. When poisoned by this, the creature takes 1d8 poison damage at the beginning of each of its turns. The creature can repeat the saving throw at the end of each turns, a creature can only be poisoned by source at a time. The damage increases by 1d8 at 10th and 14th level
Cold
You and your allies take 5 less damage to all forms of damage except psychic and 1/4 of all damage taken is reflected back at the source. The damage resistance increases by 5 at 10th and 14th level.
Fire
When you first enter rage with these element any creatures within 5 feet of you take 8 damage and you and your allies after this within 30 feet gain a 5 feet smoldering aura and hostile creatures that start their turns inside this ring of heat takes 1d8 fire damage. This damage increases by 1d8 at 10th and 14th level. The damage with in 5 feet changes from 8 to 16 at level 14.
Lightning
You and your allies are charged with electrical energy gaining 15 temporary hit points in the form of an electric shield. These hit points increase by 5 at 10th and 14 level. In addition, this energy turns incoming damage into electrical discharges, anytime you or an ally takes damage, an arc discharges dealing 1d6 + your Constitution modifier dealt as lightning damage to the nearest hostile creature within 15 feet. this damage increases to 1d8 at 10th level and 1d10 at 14th level.
Poison
You and your allies gain +5 to movement speed. This increases to 10 at 10th and to 15 at 14th level. You and Allies also produce an aura of noxious fumes in a 5 foot radius . Any hostile creature that starts it's turn in that aura or enters the aura must make a Constitution saving throw (DC= 8 + your constitution modifier + your proficiency bonus) or become poisoned. When poisoned by this, the creature takes 1d8 poison damage at the beginning of each of its turns. The creature can repeat the saving throw at the end of each turns, a creature can only be poisoned by source at a time. The damage increases by 1d8 at 10th and 14th level
Scales Of the Many
At 10th level, your rage gives you a draconic aura depending on your attuned element.
Cold While raging and attuned to Cold, Frost forms on your body giving you a +3 bonus to AC however you lose 15 feet of movement.
Fire While raging and attuned to Fire, Flames erupt from your body and your skin becomes red with heat, any metal you touch becomes super heated and anyone wearing metal that you touch takes 5 fire damage each turn until they remove that piece of metal, this can affect metal even if it is covered such as in a sheath, if a creature hits you with an unarmed strike or with natural weapons they take 5 fire damage for each attack.
Lightning While raging and attuned to Lightning, your eyes spark with lightning, you can charge electronics and other things powered by electric currents, you can shoot a bolt of lightning out of your hand up to 15 away, dealing 2d8 damage, this damage becomes 3d8 at level 14.
Poison While raging and attuned to Poison, you release a toxic gas from your mouth and eyes as the gas pools around your feet your breath also comes out as hard and your voice turns raspy however you breath normally, you can grasp a creature and cause them to become poisoned taking 6d4 poison damage unless they make a Constitution saving throw of (DC 8 + your Constitution modify + your proficiency bonus). The damage dice of this Poison changes to a d6 at level 14 then to a d8 at level 18.
Cold
While raging and attuned to Cold, Frost forms on your body giving you a +3 bonus to AC however you lose 15 feet of movement.
Fire
While raging and attuned to Fire, Flames erupt from your body and your skin becomes red with heat, any metal you touch becomes super heated and anyone wearing metal that you touch takes 5 fire damage each turn until they remove that piece of metal, this can affect metal even if it is covered such as in a sheath, if a creature hits you with an unarmed strike or with natural weapons they take 5 fire damage for each attack.
Lightning
While raging and attuned to Lightning, your eyes spark with lightning, you can charge electronics and other things powered by electric currents, you can shoot a bolt of lightning out of your hand up to 15 away, dealing 2d8 damage, this damage becomes 3d8 at level 14.
Poison
While raging and attuned to Poison, you release a toxic gas from your mouth and eyes as the gas pools around your feet your breath also comes out as hard and your voice turns raspy however you breath normally, you can grasp a creature and cause them to become poisoned taking 6d4 poison damage unless they make a Constitution saving throw of (DC 8 + your Constitution modify + your proficiency bonus). The damage dice of this Poison changes to a d6 at level 14 then to a d8 at level 18.
Draconic Rejuvenation
At 14 level your body has become much like the dragons you mimic, allowing you to heal rapidly, as a bonus action on your turn, you may heal 7d8 hitpoints, as an action you can recall the might of the dragons you mimic and increase your strength by 4 you can have a total strength score of 28, you can only use each of these abilities per day equal to the amount of times you can rage per day.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/23/2021 4:56:18 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
8/23/2021 9:48:23 PM
|
6
|
0
|
--
|
Coming Soon
|
|
|
8/24/2023 11:21:16 PM
|
43
|
5
|
--
|
Coming Soon
|
Comments