Barbarian
Base Class: Barbarian

Dragons are primeval beings with unrivaled strength, power, and emotion. The elemental forces that they command to annihilate their enemies is the same that fuels your rage. Whether you were born from a line that boasts a true dragon elder, or if one of your ancestors defeated and drank the blood of a great wyrm, your body is shaped by draconic power.

 

Barbarians who embrace the awe-inspiring might of dragons become one person armies, capable of wading into hoards and cutting down swaths of foes with ease. Depending on your lineage, you might find that open flames lap towards you as if called, frigid rime constantly decorates your equipment, the smell of death and decay seeps from your poisoned footsteps, or that thunderstorms seem to center themselves around you.

Draconic Lineage

Starting when you choose this path at 3rd level your draconic ancestry becomes apparent. Choose one type of Dragon from the table below. Your abilities are determined by your Draconic Ancestry. Additionally, you can speak, read, and write Draconic.

 

Dragon                       Damage Type                 Breath Weapon

Black, Copper            Acid                                 Dex. Save

Blue, Bronze               Lightning                        Dex. save

Brass, Gold, Red        Fire                                  Dex. save

Green                          Poison                             Con. save

Silver, White               Cold                                 Con. save

Draconic Form

At 3 level your body becomes dragon-like, armored by thick scales in the color of your draconic Lineage. You have resistance to the damage type determined by your Draconic Lineage.

Elemental Overflow

At 3rd level, your draconic power surges within you, begging to be unleashed. At will your hands drip, rime, crackle, or blaze with your inner energy. Whenever you hit a creature with a Reckless Attack, you deal an additional 1d8 damage (the type of which is determined by your Draconic Lineage).

Dragon's Breath

Starting at 6 level, you find your draconic power overflowing from your mouth and throat. You can use a bonus action to exhale this energy in a 15ft cone from you, devastating all in its path. When you use this breath weapon, each creature in the cone must make a saving throw, the type of which is determined by your Draconic Lineage. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 3d8 damage on a failed save, and half as much damage on a successful one. The damage type is determined by your Draconic Ancestry.

The damage increases to 4d8 at 11 level and 5d8 at 16 level and the size of the cone increases to 30ft at 13 level.

You can use this feature a number of times equal to your proficiency modifier, and regain all expended uses after you complete a long rest.

Dragon's Lair

At 10th level, you gain the ability to exert your draconic presence over an area. As an action you can create your personal Lair. It fills a 30 ft. radius sphere centered on you, lasts for 24 hours, and changes the landscape in the area, taking on traits of your Draconic Lineage. For instance, if your Lineage is a Black dragon the area might become swampy and filled with fog, or if it is a White dragon it may become icy and frozen. When you create your Lair, you and up to eight other creatures that you choose are unaffected by the following traits of the Lair:

  • A creature must make a Wisdom saving throw against your Dragon’s Breath DC before entering your lair. On a failure, it is repelled by draconic energy, taking 1d6 damage of the type associated with your Draconic Lineage. On a success, it enters your lair taking no damage. In either case, you become aware that a creature has entered or tried to enter your lair.
  • You can use your reaction to produce a Lair Action anywhere within your lair. The effect takes place immediately, lasts for 1 round, and is determined by your Draconic Lineage. Once you use this Lair Action, you cannot do so again until you complete a short or long rest.

Additionally, if you take 10 minutes to create this Lair instead of 1 action you can also create a semicircle wall anywhere inside the Lair. This wall has a radius of 15 feet, a height of 10 feet, and a thickness of 1 foot. You can choose what direction this semicircle faces, and whether or not it has a flat roof that is 1 foot thick, but it must be entirely inside the Lair. The wall is made of a material that emulates your Draconic Lineage (such as Sandstone for a Blue dragon, a wall of volcanic rock for a Red dragon, or a wall of ice for a Silver dragon). Whatever the material, the wall is made up of 4 10-foot sections that each have an AC of 15, 30 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage.

Once you use this feature to make a lair, you cannot do so again until you finish a long rest.

Lair Actions:

  • Black or Copper: You create a geyser on a point on the ground that spews acid 30 ft. in all directions. Each creature within range of the geyser that does not have total cover from the effect must make a Dexterity save against your Dragon’s Breath DC, taking 3d4 acid damage on a failed save or half as much on a success. A creature takes 3d4 acid damage if it moves over the geyser for the first time on a turn or starts its turn there.
  • Blue or Bronze: You create a 5-foot wide, 10-foot high, 30-foot long arc of lightning. Each creature in its area must make a Dexterity save against your Dragon’s Breath DC, taking 3d4 lightning damage on a failed save or half as much on a success. A creature takes 3d4 lightning damage when it moves through the line for the first time on a turn or starts its turn there.
  • Brass, Gold, or Red: You create a 5-foot wide, 10-foot high, 30-foot long line of fire. Each creature in its area must make a Dexterity save against your Dragon’s Breath DC, taking 3d4 fire damage on a failed save or half as much on a success. A creature takes 3d4 fire damage when it moves through the line for the first time on a turn or starts its turn there.
  • Green: You create a 5-foot wide, 20-foot high, 30-foot long wall of twisting thorns. Each creature in its area must make a Dexterity save against your Dragon’s Breath DC, taking 2d4 poison damage on a failed save or half as much on a success. Each creature in its area is pushed to a side of your choice. Each 10-foot section of wall has an AC of 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to poison and psychic damage. A creature takes 2d4 poison damage when it attempts to climb the wall or when it attacks the wall with a melee attack. This wall is opaque.
  • Silver or White: You create a 5-foot wide, 20-foot high, 30-foot long wall of ice. Each creature in its area is pushed to a side of your choice. Each 10-foot section of wall has an AC of 10, 30 hit points, vulnerability to fire damage, resistance to bludgeoning, piercing, and slashing damage, and immunity to cold, necrotic, poison, and psychic damage. A creature takes 2d4 cold damage when it attempts to climb the wall or attacks the wall with a melee attack. This wall is opaque.

Mob Eater

At 14 level, like a dragon attacking a village you become a living, breathing death threat to all that oppose you. At the end of each of your turns, you gain temporary hit points equal to your Constitution Modifier for each hostile creature that is within 5ft of you. These temporary hit points disappear at the start of your next turn.

Additionally as an action, you can make a single melee attack against each creature within your reach.

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