Base Class: Barbarian
Practiced by small communities on remote islands, these warriors draw upon the powers of the dragon turtle that they believe themselves to be descendent from. Originally practiced by Tortles, this path has spread throughout the land by those who have learned these sacred ways, or by those of that community that have made their way out into the world.
Those who practice this path, gain great prowess in battle, allowing them to tap into the abilities the dragon turtle. These warriors gain extra protection in battle, while being able to harness the elemental power of the dragon turtle to slay their foes. Those who are particularly devote to the path, eventually gain the ability to take on the form of the dragon turtle, becoming an even more formidable warrior.
These warriors are uniquely devout. Much like many tribal communities, the abilities of these warriors are believed to be given to them, originally through lineage, by a dragon turtle. Because of this, dragon turtles are highly revered and seen almost as a deity.
Draconic Traits
3rd-level Path of the Dragon Turtle feature
You gain resistance to fire damage, 60 feet darkvision, a 40ft swimming speed, and you can also now breath both air and water.
While Raging, you manifest scales that grant you a bonus to your Armor Class equal to your Rage damage bonus. Also, once per turn when you hit a creature with a weapon attack, you can deal a bonus 1d6 Element damage (2d6 at Level 8 and 3d6 at Level 14).
Draconic Breath
6th-level Path of the Dragon Turtle feature
Starting at 6th level, once during a rage, as an attack as part of the Attack action, you can unleash your Rage into pure energy, exhaling a blast of elemental power in place of one of your attacks. Creatures within 15 foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your proficiency modifier + your strength modifier. A creature takes 4d6 damage fire damage(steam) on a failed save, or half on a successful save.
The damage and range of this breath weapon increases at 10th level (to 6d6 in a 30 foot cone), and 14th level (to 8d6 in a 60 foot cone). Starting at 18th level, you can use this breath weapon twice per rage, but only per turn.
Draconic Resilience
10th-level Path of the Dragon Turtle feature
Your blood protects you from magical effects. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw against magic while Raging, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
Draconic Form
14th-level Path of the Dragon Turtle feature
When you choose this path at 14th level, when you enter a rage, you can choose to take your draconic form. In this form, you take on aspects of a draconic being, growing savage natural weapons as claws grow from your hands, fangs sprout from your maw, and a vicious lashing tail grows from your back and grow in size to Large. Your claws deal 2d8 slashing damage, your fangs deal 1d12 piercing damage and the creature must make a CON saving throw or suffer 1d8 fire damage or half as much on a success, and your lashing tail deals 2d10 bludgeoning damage and has the reach property. All these weapons count as magical for the purpose of overcoming resistances.
Whenever you attack with your claws using the Attack action on your turn, you can make a single unarmed strike with your tail or fangs as a bonus action.
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