Barbarian
Base Class: Barbarian

For nearly every warrior, a dragon is the mightiest of bounties to overcome. Only a few have the right to claim to have survived the onslaught of such a creature. Either from surviving a dragon attack on their village, undergoing a ritual to infuse them with a dragons blood, or from having a dragon raise or train them, these warriors derive their powers from an elemental force that courses through their veins. The Path of the Dragons Blood barbarian seeks to infuse their attacks with the elemental might of their draconic origin.

Draconic Blood

Your elementally infused blood gives you certain benefits when you tap into its power during a rage. At 3rd level, choose one type of dragon as your powers origin. You gain resistance to the elemental damage type associated with that dragon. In addition, whenever you hit with a melee attack while raging, you deal an additional 1d4 damage of that type. The amount of extra damage increases as you gain levels in this class, changing to a d6 at 7th level, a d8 at 11th level, a d10 at 15th level, and a d12 at 19th level.

Black, Copper

Your elemental damage is acid damage.

Blue, Bronze

Your elemental damage is lightning damage.

Gold, Brass, Red

Your damage type is fire damage.

Green

Your elemental damage is poison damage.

White, Silver

Your elemental damage is cold damage.

Blood Scent

The draconic blood inside of you attunes you to the senses and smell of dragons. You gain the following benefits:

Draconic Senses: You gain blindsight out to 30ft away from you.

Dragon Tracking: You have advantage on Wisdom (Survival) checks made to track dragons. If the dragon is the same type as your Draconic Blood, you add double your proficiency bonus to the roll.

Blood Scent: You know if a dragon within 1 mile of you is injured. If a dragon within 1 mile of you takes any damage, you are aware of its presence. You are not aware of how much damage it has taken, the nature of the damage, or its exact location.

Draconic Fury

Starting at 10th level, your blood is a hazard to your foes. While your raging, whenever a creature within 5ft hits you with a weapon attack, your blood splashes on them and deals damage of the same type as your Draconic Blood feature equal to half your level rounded down.

Draconic Rage

Starting at 14th level, You learn to call upon the power of your draconic blood to unleash a sudden burst of elemental might or intimidating presence. You gain the following features:

Dragons Breath: As an action, you can unleash a powerful wave of elemental energy, reminiscent of a dragons breath weapon. Your breath weapon shape, damage type, and required save (DC 8 + your proficiency bonus + your Constitution modifier) changes depending on your Draconic Blood Origin.

  • Black and Copper Dragon: You fire out a 5 by 30ft. line of caustic acid. Creatures in the area must make a Dexterity saving throw or take Acid damage.
  • Blue and Bronze Dragon: You fire out a 5 by 30ft. line of crackling lightning. Creatures in the area must make a Dexterity saving throw or take Lightning damage.
  • Gold, Brass, or Red: You exhale a 30ft. cone of roaring fire. Creatures in the area must make a Dexterity saving throw or take Fire damage.
  • Green: You exhale and toxic 30ft. cone of smog. Creatures in the area must make a Constitution saving throw or take Poison damage. 
  • White and Silver: You exhale a frigid 30ft. cone of ice. Creature in the area must make a Constitution saving throw or take Cold Damage.

Regardless of these, creatures that fail the save take 4d10 of your Draconic Blood damage type, or half as much on a successful save. Whenever you use this feature, you must make a Constitution saving throw at the end of your turn against your own save DC. On a failed save, you cannot use this feature again until you finish a long rest.

Dragons Roar: As an action, you can cause creatures of your choice within a 60ft radius of you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature is frightened of you for 1 minute. A creature can repeat this saving throw at the end of its turns, ending it's fear on a successful save. Once you use this feature, you can not use it again until you finish a long rest.

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