Base Class: Barbarian
Barbarians all seek to destroy their foes and leave any who would think of facing them shivering in fear, and as such they sometimes find common round with the fighting styles of dragons, but for one to take on the power of a dragon, they must already have the blood of one. By birth or through rituals both profane and divine, barbarians learn to become dragon disciples, who take the many strengths of the Dragon and make them their own.
Restriction: Dragonborn Only
Only Dragonborn can follow the path of the Dragon Disciple, normally. Other races can earn the right to be a Dragon Disciple either through slaying a dragon and drinking its blood, or by being tutored directly by a dragon.
Dragon's Weapons
Starting at 3rd level, you grow claws from the tips of your fingers, and draconic fangs from your mouth. These natural weapons count as simple melee weapons for you, and you add your Strength modifier to your attack and damage rolls when you attack with them as normal.
Your claws deal 1d6 slashing damage on a hit. You can choose to make two claw attacks with your attack action instead of your normal attack(s). If you hit with both claw attacks you can choose to make a bite attack as a bonus action.
Your bite deals 1d8 piercing damage on a hit.
Additionally whenever you hit an enemy with a natural attack while raging, they take an additional 1d4 damage of your breath weapon's damage type (or if you are not a Dragonborn, the damage type of the breath weapon of the Dragon whose blood you drank, or who tutored you)
Dragon's Armor
Starting at 6th level, you grow a layer of hardened scales over your normal skin as well as a spiny, semi-prehensile tail. You gain the following benefits.
Draconic defense. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit
Tail strike. when you use your bonus action to make a bite attack, you can also make an attack with your tail in the same bonus action. your tail counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. Your tail deals 1d6 piercing damage on a hit.
Dragon's Flight
Starting at 10th level you grow draconic wings, which can be used both to fly and to attack. You gain a flying speed equal to your walking speed. While you are not flying, when you use your attack action to make two claw attacks, you can also make two wing attacks as part of the same attack action. your wings count as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. Your wings deal 1d4 bludgeoning damage on a hit.
Dragon's Presence
Starting at 14th level, you gain a Dragon's senses, including its sense of superiority that drives all those around it to cowardice. you gain the following benefits:
Blindsight. You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Frightful Presence. Whenever you choose to use your bonus action to perform a bite attack, you can also use your Frightful Presence. When you use your Frightful Presence, each creature of your choice that is within 60 feet of the you and is aware of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
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