Base Class: Barbarian
Dragonborn were created as slaves by the dragons who ruled Abeir, Toril's long sundered twin. Countless slave rebellions failed...until the dragonborn learned to tap into their innate primal essence. These few dragonborn became Draconic Champions and helped found the nation of Tymanther. When the Spellplague transplanted the dragonborn to Toril, the Champions came with them.
Now, any dragonborn has the potential to follow the Path of the Draconic Champion. However, it takes a great deal to touch the power at the center of one's being. Generally, only those who live under great duress, such as slaves, or those who turn inward through meditation are able to access this force.
Once accessed the Champion hones their innate draconic abilities. Generally, Champions specialize in one aspect of power, though others prefer a more rounded approach.
Draconic Essence
At 3rd level, when you adopt this path, you choose a draconic essence and gain the associated feature. When you do you may choose to physically change your appearance. For example, your scales might thicken, your fangs elongate, or a new brilliant gleam may come into your eye.
Breath
While raging, you may roll a d6 at the end of each of your turns. Your breath weapon recharges on a 5 or 6.
Fang
While you are raging, after taking the attack action you may use your bonus action to make a bite attack using your strength modifier and scaling with level.
Level 3: 1d4 + STR
Level 5: 1d6 + STR
Level 11: 1d8 + STR
Level 17: 1d10 + STR
Scale
While raging, your unarmored defense is calculated 13 + Dex + Con.
Draconic Focus
Breath
When an ally is attacked within range of your breath weapon, you may use your breath weapon as a reaction targeting the attacker.
Fang
Your bite counts as magical for the purpose of over coming damage resistances and you gain a claw attack that scales at the same rate as your bite.
Scale
Once per rage you can add +5 to any saving throw. You may do so after the save is rolled but before the DM determines the result.
Flight
You have learned a new way to utilize your rage. You can forgo the damage mitigation from rage to gain a fly speed equal to your walking speed. When you enter your rage, choose whether to channel your power into flight or damage mitigation. You may switch between these two aspects of your power with a bonus action.
Draconic Mastery
At 14th level, you gain a magical benefit based on an essence of your choice. You can choose the same essence you selected previously or a different one.
Breath
You gain the ability to use an alternate breath weapon on your choice. You may select a different dragon color from the dragonborn breath weapon table or one of the choices below. This new breath weapon uses the same save DC as your original breath weapon.
Brass: Cone of Sleep Gas
- 15 ft. cone (Con. save)
- On a failed save, the creature falls unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Bronze: Cone of Repulsion
- 15 ft. cone (Str. save)
- On a failed save, the creature is knocked back 20 feet
Copper: Cone of Slow Breath
- 15 ft. cone (Con. save)
- On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Gold: Cone of Weakening Breath
- 15 ft. cone (Str. save)
- On a failed save, the creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Silver: Cone of Paralyzing Breath
- 15 ft. cone (Con. save)
- On a failed save, the creature is paralyzed 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.
Fang
When you enter a rage, each creature of your choice within 30 feet must pass a wisdom saving throw or become frightened of you. Creatures who fail this save may repeat it at the end of each of their turns and automatically pass if your rage ends.
Scale
Once per rage you can use your reaction to give all allies within 30 feet +5 to a saving throw. You may use this ability after the saving throws are rolled but before the DM determines the result.
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