Base Class: Barbarian
Barbarian's who walk the Path of the Wyrm draw their rage from their connection to draconic ancestors. Drawing on this power gives the barbarian the aura of a great Wyrm.
Such a Barbarian may have a direct connection to a specific dragon or a familial connection going back centuries. You can choose the origin of your connection or determine it by rolling on the Draconic Connection table
Draconic Connection
D4 Origin
- From childhood you have had a connection to a great Wyrm who has taught you how to channel it's energy.
- Abandoned as an infant you were raised by a dragon and have naturally acquired these skills.
- Your tribe worships an ancient dragon that has protected them for centuries.
- You are possessed by an ancient dragon spirit. It's grudges are yours and fuel your rage
Aura of the Wyrm
3rd-level Path of the Wyrm feature
When you enter your rage, you create an aura around you representing your connection to your draconic nature. The damage and resistance gained from this transformation depends on your draconic ancestry.
When you gain this ability at level 3 choose between Chromatic, Metallic, and Gem dragons. These choices will determine what damage types you use when you rage.
You choose the dragon type each time you rage depending on your connection.
Chromatic
When entering rage, you have an aura that extends 5ft from you in a circle (10ft at level 14) enemies who start their turn within range of the aura take your choice of 1d4 (fire, poison, cold, acid, lightning)
You gain resistance to the damage type chosen when entering rage.
Gem
When entering rage, you have an aura that extends 5ft from you in a circle (10ft at level 14) enemies who start their turn within range of the aura take your choice of 1d4 (force, radiant, psychic, thunder, necrotic)
You gain resistance to the damage type chosen when entering rage.
Metallic
When entering rage, you have an aura that extends 5ft from you in a circle (10ft at level 14) enemies who start their turn within range of the aura take your choice of 1d4 (fire, thunder, cold, acid, lightning)
You gain resistance to the damage type chosen when entering rage.
Draconic Essence
3rd-level Path of the Wyrm feature
Your connection to dragons has given you the ability to tap into their power for a short time. Infusing your weapons or hands with the element of your chosen dragon.
Once per short rest you may infuse your weapon or unarmed damage with the essence given to you by your Draconic Connection.
Chromatic Essence
Your connection to the chromatic dragons has given you the ability to infuse your damage with their essence.
Gem Essence
Your connection to the gem dragons has given you the ability to infuse your damage with their essence.
Metallic Essence
Your connection to the metallic dragons has given you the power to infuse your weapons with their essence.
Wyrm's Flight
6th-level Path of the Wyrm feature
The draconic power within you increases, causing your aura to grow wings. Giving you the ability to fly into battle.
As an action you gain flying speed equal to twice your movement speed. This ability cannot be used again until you finish a short rest.
Draconic Fervor
10th-level Path of the Wyrm feature
On your turn when a creature you hit is reduced to 0 hit points, you gain temporary hit points equal to your barbarian level + STR. You may also take another action and your choice of either a bonus action or move up to half your movement speed
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aspect of the Wyrm
14th-level Path of the Wyrm feature
You have become more like a dragon in every way. Scales have started to form when you rage and your aura grows wider. You can now tap into a deeper aspect of the dragons you share a connection with. When raging your Aura of the Wyrm extends to 10ft in a circle around you. Each creature you see makes a Constitution saving throw (DC = 10 + CON + proficiency)
On a failure the creatures are inflicted by one of the following depending on your Draconic Connection
Chromatic
When you enter rage any creature you choose that you can see must make a Constitution saving throw or be frightened for 10 minutes. They can repeat the saving throw at the end of their turn
Gem
When you enter rage any creature you choose that you can see must make a Constitution saving throw or be blinded for 10 minutes. They can repeat the saving throw at the end of their turn
Metallic
When you enter rage any creature you choose that you can see must make a Constitution saving throw or be paralyzed until the end of their next turn.
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