Barbarian
Base Class: Barbarian

Dragons are primeval beings with unrivaled strength, power, and emotion. The forces a dragon projects to alter the lands of its lairs, to annihilate its enemies and frustrates intruders, are the same forces that fuel your rage. Barbarians who take the path of the furious wyrm may boast elder dragons as their benefactors, or seek to slay them to drink of their power. However they obtain it, barbarians of this path—who call themselves Furies—are shaped by the wide spanning powers that dragons warp worlds with.

Draconic Influence

3rd-level Path of the Furious Wyrm feature

Your draconic influences becomes apparent. Open flames lap towards you as if called, frigid rime decorates your body, or the smell of death and decay seeps from your poisoned bones. Choose a damage type from the Influences table. Features you gain later use your draconic influence's damage type.

Influences
Influence Dragons
Acid Black, Copper
Cold Silver, White
Fire Brass, Gold, Red
Force Amathyst
Lightning Blue, Bronze
Necrotic Topaz
Poison Green
Psychic Emerald
Radiant Crystal
Thunder Sapphire

You can speak, read, and write draconic.

Acid

Your draconic influence comes from black or copper dragons.

Dragon's Ire

3rd-level Path of the Furious Wyrm feature

The path of the furious wyrm grants you a touch of draconic fury, making you more brutal in combat, or more controlling. Choose destroyer's ire or devourer's ire. You can change your chosen ire whenever you gain a level in this class

Destroyer's Ire

Your rage grants you the brutality of dragons, which flares from your weapons. When you hit a creature with a weapon attack on your turn, you can use a bonus action to deal more damage. Roll a number of d8 damage dice equal to your proficiency bonus, and add it to the attack's damage. The additional damage is of your draconic influence's damage type.

You can use this feature a number of times equal to your Constitution modifier, and you regain all uses when you finish a long rest.

Devourer's Ire

Your ire grants your allies the resilience of dragons, which pulses from you in waves. When you hit a creature with a weapon attack on your turn, you can use a bonus action to disrupt the creature for 1 minute. When a disrupted creature hits a creature other than you with an attack, reduce the damage it deals by 2d8. If it hits you, reduce it by half as much. After a disrupted creature uses its action, bonus action, or reaction to make one or more attacks, it is no longer disrupted.

You can use this feature a number of times equal to your Constitution modifier, and you regain all uses when you finish a long rest.

Marks of the Wyrm

6th-level Path of the Furious Wyrm feature

The forces that command your rage now more prominently express themselves across your body. While raging, you gain physical features reminiscent of dragons—for example; a long forked tongue, new patches of scales, elongated claws, a serpentine tail, reptilian eyes, and/or horns or crests on your head. These changes grant you the following benefits while you're raging:

  • You gain resistance to damage of your draconic influence's damage type.
  • You gain darkvision out to 120 feet.
  • You gain blindsight out to 60 feet.
  • You gain advantage on Wisdom (Perception) checks.

Wyrm's Watch

10th-llevel Path of the Furious Wyrm feature

Your mind hungers for your draconic influence, and you can sense potential new sources. With one minute of focus, you can link your mind to the natural elements around you.

While elementally linked, you are innately aware of any objects, environmental features, and creatures within 500 feet of you that are strongly linked to your draconic influence's damage type—for example; fire giants and forges, ettercaps and poisoned weapons, or acid pits and mimics. You can keep your mind linked in this way for up to 10 minutes. Once you use this feature you must finish a short or long rest before you can use it again.

Additionally, you can use your action to project the illusion of a dragon's eye over one object, environmental feature, or creature that you detect while elementally linked. The eye can see, hear, and speak for you as if you were in it's location. As an action, any creature can end your elemental link early by touching the eye and succeeding on a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Constitution modifier.

Scarrer of Paths

14th-level Path of the Furious Wyrm feature

Your draconic influence now roils within you, spilling forth and rending your path. Your footsteps splash acid, rust with ice, blaze, crackle, or stain the earth.

When a creature starts its turn within 5 feet of you, you can use your reaction to scar your path. When you do, each creature of your choice within 5 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed saving throw, a creature takes 2d6 damage and its speed is halved until the end of its next turn. On a success, it takes half as much damage and its speed is not halved. The damage is of your draconic influence's damage type.

Previous Versions

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