Base Class: Barbarian
TBD
Draconic Manifestation
Your physical form takes on a Draconic aspect. Choose from one of the Draconic Lineages below:
Draconic Lineage
| Chromatic | Metallic |
|---|---|
| Black (Acid) | Brass (Fire) |
| Blue (Lightning) | Bronze (Lightning) |
| Green (Poison) | Copper (Acid) |
| Red (Fire) | Gold (Fire) |
| White (Cold) | Silver (Cold) |
This choice grants you various features at later levels, such as the damage type dealt by your Dragonheart Breath weapon, damage resistances, and the form you take when you are raging. You also gain the following traits:
- Scaled Hide: You manifest patches of scales in accordance with your chosen lineage, gaining a +1 bonus to AC. You also gain resistance to the damage type associated with your chosen lineage.
- Claws and Fangs: You become proficient with unarmed strikes, and they now deal 1d6 damage. In addition, as a bonus action you may attempt to make a bite attack against a target, using the same bonuses and damage as your unarmed strike. If the attack succeeds, and the target is the same size as you or smaller, you can make an attempt to grapple the target as part of the attack. You have advantage on this ability check
- Dragonheart Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your chosen lineage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10)
Black Dragon Lineage
You embody the corrosive nature of a Black Dragon
Blue Dragon Lineage
You embody the storming fury of a Blue Dragon
Brass Dragon Lineage
You embody the fiery passion of a brass dragon
Bronze Dragon Lineage
You embody the charged curiosity of a bronze dragon
Copper Dragon Lineage
You embody the dissolvent mischievousness of a copper dragon
Gold Dragon Lineage
You embody the warm compassion of a gold dragon
Green Dragon Lineage
You embody the poisonous nature of a Green Dragon
Red Dragon Lineage
You embody the fiery domination of a red dragon
Silver Dragon Lineage
You embody the icy protectiveness of a silver dragon
White Dragon Lineage
You embody the frigid predation of a white dragon.
Wyrm's Fury
Your rage causes your Draconic features to become more pronounced, your form growing and becoming more Draconic in appearance. Upon entering rage, you unleash a draconic roar. Any creature that you don't consider an ally within 30 feet of you that can hear you must succeed on Charisma saving throw (DC Charisma for you) or become frightened of you for one minute. They can repeat this saving throw on the end of their turns. You also grow proportionally in size by 50%. In addition, while raging, you gain the following abilities:
- Tail guard: You grow a draconic tail, which can be used to try to interfere with your opponents. If you already possess a tail, it is replaced by this one. When a creature hits you with an attack, you can use your reaction to roll 1d6 and add it to your AC. You can also use a bonus action to make an attack with your tail. It is considered a natural weapon that you are proficient with and uses your strength modifier, and deals 1d8 damage + your strength modifier on a successful attack.
- Wings: you sprout draconic wings, gaining a fly speed equal to your movement speed
- Elementally Infused Fangs: your bite attack and unarmed strikes deal an additional 1d6 damage of a type associated with your chosen lineage.
- Drakesight: You gain Blindsight to a distance of 30 feet.
Hoarded Knowledge
You gain a draconic disposition towards the collection of items into hoards, allowing you to instinctively know the rarity of any item simply by laying a hand on it. In addition, Your understanding of the relationship between Dragons, and magic has given you the use of several Draconic Sigils, invoking the strength of particular types of Dragon. You learn 2 sigils from the ones listed below, and every time you take a level in this class you can replace a sigil you know with a different one from this feature. You must inscribe the sigils onto your person through some means in order for the sigil to be effective. The amount of sigils known increases to 3 at 10th level in this class and 4 at 14th level
Sigil of Argent Protection
You have advantage on Constitution Saving throws. In addition, once per short or long rest, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to choose a different creature to become the target of the attack instead, using the same roll.
Sigil of Cerulean Fury
You gain advantage on STR (Athletics) and Strength saving throws. In addition, you gain the use of two maneuvers of your choice from among those available to the Battle Master archetype in the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). The Superiority die for this ability is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Sigil of Crimson Domination
You have advantage on CHA (Intimidation) checks, and cannot be frightened. In addition, once per short or long rest, you may use the Command spell. Your DC when casting this spell is 8 + your proficiency bonus + your Charisma Modifier, and the targeted creature makes the saving throw at disadvantage. The level at which you can cast this spell increases to 2nd at 10th level in this class, and 3rd at 14th level.
Sigil of Energized Myrth
You gain advantage on DEX (Acrobatics) checks and your speed increases by 10 feet. In addition, you gain the use of the Vicious Mockery Cantrip and can cast the Tasha's Hideous Laughter spell at 1st level once per short or long rest. The saving throw DC for these equals 8 + your proficiency bonus + your Charisma modifier, and the level at which you cast Tasha's Hideous Laughter increases to 2nd at 10th level in this class and 3rd at 14th level
Sigil of Gilded Enlightenment
You have advantage on WIS (Insight) and CHA (Persuasion) Checks. In addition, once per short or long rest, you can use a bonus action to heal a creature you can see within 30 feet of you, restoring HP equivalent to your proficiency bonus + your Wisdom modifier, or cure them of one of the following conditions:
- Blinded
- Deafened
- Paralyzed
- Poisoned
Sigil of Veridian Trickery
You gain advantage on CHA (Deception) and INT (Arcana) checks, and cannot be surprised while as long as you are not incapacitated. In addition, once per short or long rest, you can activate the rune as a bonus action to gain the ability to manipulate fate for 1 minute or until you are incapacitated. While it is active, when you or any creature you can see within 60 feet makes an attack roll, a saving throw, or ability check, you can use your reaction cause the roll to be made at either advantage or disadvantage
Draconic Metamorphosis
Draconic power surges through your very being. When you enter your Rage, instead of choosing your more humanoid form from your Wyrm's Fury feature, you may instead choose to use half of your remaining rages rounded down (minimum of 2) to instead turn into a Young Dragon of the type associated with your lineage. You must have all of the uses of your rage to be able to choose this form. While in this form, you retain your personality, memories, and ability to speak, and the following rules apply:
- Temporary Hit Points: When you assume a this form, you gain a number of Temporary Hit Points equal to 4d10 + your Proficiency Bonus
- Game Statistics: Your game statistics are replaced by the young Dragon's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Young Dragon stat block is higher than yours, use the one in the stat block. In addition, the breath weapon attack in the Dragon's uses half the damage dice it normally would for its attack (for example, the Young Red Dragon breath weapon would deal 8d6 fire damage vs the normal 16d6)
- Spellcasting: While in this form, you can still cast spells, provided you meet the requirements to do so.
- Objects: Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
When you reach 17th level in this class, you can use this ability to instead take on the form of an Adult Dragon, following the same rules as stated above using the Adult Dragon Stat Block, with the following changes:
- Increase the amount of dice rolled for Temporary Hit Points to 6d10
This form lasts so long as you are raging, or you fall unconscious. Once this form is dropped, you take a level of exhaustion.
Winged Majesty
Winged Majesty: your continued manifestation of draconic form has caused your connection to the overarching Draconic Bloodlines to deepen. You now always have draconic wings as a part of your physical form, not only while raging, and have a flight speed that matches your movement. You also gain one of the following traits:
- Metallic Boon: Your wings can be used as a shield. You gain +2 to your AC, and can use your reaction when an attack succeeds against you to gain an additional +5 to AC, possibly negating the attack. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
- Chromatic Boon: Your wings radiate with raw elemental power. You gain resistance to one of the following damage types:
- Fire
- Cold
- Lightning
- Poison
- Acid
In addition, as a reaction when you are hit by a melee attack, you can use your reaction to force the attacking creature to make a dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). If they fail, they take 4d10 of the same damage type that you chose resistance to. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
Chromatic Boon - Acid
Your wings drip with raw corrosive elemental ooze, granting you resistance acid damage. In addition, as a reaction when you are hit by a melee attack, you can use your reaction to force the attacking creature to make a dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). If they fail, they take 4d10 acid damage. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
Chromatic Boon - Cold
Your wings permeate with raw elemental frost, granting you resistance cold damage. In addition, as a reaction when you are hit by a melee attack, you can use your reaction to force the attacking creature to make a dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). If they fail, they take 4d10 cold damage. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
Chromatic Boon - Fire
Your wings radiate with raw elemental flame, granting you resistance fire damage. In addition, as a reaction when you are hit by a melee attack, you can use your reaction to force the attacking creature to make a dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). If they fail, they take 4d10 fire damage. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
Chromatic Boon - Lightning
Your wings spark with raw elemental electricity, granting you resistance lightning damage. In addition, as a reaction when you are hit by a melee attack, you can use your reaction to force the attacking creature to make a dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). If they fail, they take 4d10 lightning damage. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
Chromatic Boon - Poison
Your wings fume with raw toxic elemental vapor, granting you resistance poison damage. In addition, as a reaction when you are hit by a melee attack, you can use your reaction to force the attacking creature to make a dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). If they fail, they take 4d10 poison damage. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
Metallic Boon
Your wings can be used as a shield. You gain +2 to your AC, and can use your reaction when an attack succeeds against you to gain an additional +5 to AC, possibly negating the attack. You may use this ability a number of times equal to your proficiency, and all expended uses are restored after finishing a long rest.
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