Base Class: Barbarian
“When dragons attack, the only thing you should seek to stand behind is your own sword.”
― Richelle E. Goodrich, Slaying Dragons
Originally practiced by Tortles, 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 ancient dragons. Tortles who master this receive the title of "Dragon Turtle" and are highly revered and seen almost as a deities.
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 aspects of the dragon turtle, becoming an even more formidable warrior.
Draconic Traits
You gain resistance to fire damage, 60 feet darkvision, a 50ft swimming speed, and you can also now breath both air and water.
You also begin manifest scales that grow as you level up, granting you bonus Armor Class equal to your proficiency. Once per turn when you hit a creature with a weapon attack, you can deal a bonus 1d8 of Element damage of your choice (increases to 2d8 at 10th level and 3d8 at 16th).
Draconic Breath
Starting at 6th level, in replacement of the Rage bonus action, you can sacrifice one of your Rage count and exhale a blast of hot air. Creatures within a 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 2d6 fire damage and 2d6 force damage on a failed save, or half on a successful save. You cannot use this if you already have your rage activated.
The damage and range of this breath weapon increases at 10th level (to 3d6 in a 30 foot cone), and 14th level (to 4d6 in a 60 foot cone).
Draconic Resilience
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
You have truly transformed from the latent dragon turtle blood flowing through your veins, granting you the ability to never age. Your hands grow and adhesive webbing on your hands and feet, giving you a climbing speed of 50ft. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. You can also use Draconic Breath once for free per long rest.
When you enter a rage, you take on a form of a draconic being; until the rage ends, you manifest a natural weapon. These count as a simple melee weapon for you. You choose the weapon’s form each long rest:
Claw
Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 2d8 slashing damage on a hit. Once on each of your turns when you attack with a claw using an attack action, you can make one additional claw attack as part of the same action.
Fangs
Your mouth transforms into a bestial muzzle or great mandibles (your choice). Using your bonus action, Your fangs deal 3d12 piercing damage and the creature must succeed a CON saving throw of 18 or suffer the paralyzed condition until the end of their next turn.
Tail
You grow a lashing, spiny tail, which replaces one attack and deals 2d10 piercing damage on a hit and has the reach property of 10ft. You can use your reaction to wrap your tail around you, applying a bonus to your AC equal to the number rolled on a d8, potentially causing attacks to miss you until the start of your next turn.
Previous Versions
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1/18/2025 7:06:18 PM
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4/12/2025 1:13:52 AM
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