I came up with this subclass for the barbarian focused on the idea of embodying the power of the dragon. I feel like it is mostly set, but might need some tweaking, and would like to hear what other people think. The details are posted below.
Barbarians who follow this path have a mystical connection to the dragons, becoming able to channel the raw elemental power that comes naturally to them. Those that follow this path strive to embody the power and majesty of dragons in their appearance and ferocity.
Aspect of the Dragon
At 3rd level, when you take this path, your body begins its transformation, exhibiting some traits of the draconic essence within. Scales begin to grow on sections of your body, granting you a +1 bonus to your AC when not wearing armor. You can wear a shield and still gain the effects of this ability. Also, you gain resistance to a damage type associated with the dragon your essence draws from.
Essence of the Caustic Dragon
Your scales take on the appearance of one of the caustic dragons, taking on a black or copper hue. When you take this option, you gain resistance to acid damage.
Essence of the Fire Dragon
Your scales take on the appearance of one of the fire dragons, taking on a brass, gold, or red hue. When you take this option, you gain resistance to fire damage.
Essence of the Frost Dragon
Your scales take on the appearance of one of the frost dragons, taking on a silver or white hue. When you take this option, you gain resistance to cold damage.
Essence of the Malignant Dragon
Your scales take on the appearance of the malignant dragon, taking on a green hue. When you take this option, you gain resistance to poison damage.
Essence of the Storm Dragon
Your scales take on the appearence of one of the storm dragons, taking on a blue or bronze hue. When you take this option, you gain resistance to lightning damage.
Draconic Fury
At 3rd level, when you enter Rage, you can further transform, drawing power from the draconic essence within you. Until the rage ends, your body transforms, granting dragon like claws, horns, and tail which can be used as natural weapons. These count as simple melee weapons for you, and you add your strength modifier to the attack and damage rolls when you attack with it, as normal. If you take the attack to attack with your natural weapons, you can make an additional attack with your natural weapon as part of the same action. On a hit you deal 1d6 damage, and the damage type is determined by the natural weapon you hit with, bludgeoning for tail, slashing for claw, and piercing for horn.
Power of the Dragon
At 6th level, the energy from your draconic essence starts to overflow infusing your natural weapons with elemental energy, causing them to count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, while raging, you can cause the energy to flare up when you attack with one of your natural weapons, causing an additional effect. You can do this a number of times equal to your proficiency modifier. Once you have expended the last use of this ability, you must finish a long rest before you can use it again. For effects that require a saving throw, your save DC is equal to 8 + proficiency modifier + constitution modifier.
Burning Strike
When you make an attack using your natural weapon, you can expend one use of this ability to wreath your attack in flames. On a hit the flames expload, causing the target and any adjacent creatures, other than yourself, to take an additional 1d4 fire damage. Additionally, the target of the attack begins to burn, taking 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 dexterity check to extinguish the flames.
The damage of this ability increases by 1d4 when you reach 10th (2d4) and 14th (3d4) level.
Caustic Cloud
When making an attack with your natural weapon, you can expend one use of this ability to create a 10ft cloud of acidic gas, centered on the target, that lasts for up to 1 minute. The cloud causes effected creatures to begin coughing violently and their eyes to begin to water. All creatures within the cloud, other than you, gain the blinded condition. If a creature starts its turn outside the area of effect, they can use their action to make a DC 10 constitution saving throw to remove the effect. The cloud can be blown apart by a strong gust of wind (at least 10 miles per hour), which removes the affected area, or by you dismissing the effect.
Freezing Wind
When you make an attack using the natural weapons from your Draconic Fury, you can expend one use of this ability to cause freezing wind to wrap around your attack. On a hit, you cause a burst of freezing wind to blast out toward the target. The target takes an additional 1d6 cold damage and must make a constitution saving throw. This damage increases by 1d6 at 10th (2d6) and 14 (3d6) level.
On a failed save, the affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
Lightning Whip
When you take the attack action on your turn, you can expend one use of this ability to cause lightening to gather in your hand forming a whip like structure. You can lash out at a creature within 15ft. That creature must succeed on a strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5ft of you. After making this attack, the whip dissipates until the ability is triggered again.
This damage increases by 1d8 when you reach 10th (2d8) and 14th (3d8) level.
Touch of Malignance
When you make an attack using the natural weapon from your Draconic fury, you can choose to expend one use of this ability to fill the strike with a vile poison. On a hit the target takes an additional 1d6 poison damage and must make a constitution saving throw against your save DC. On a failed save the target becomes poisoned. Once all uses of this ability have been expended, you cannot use it again until you have finished a long rest.
The damage of this attack increases by 1d6 at 10th (2d6) and 14th 3(d6).
Presence of the Dragon
At 10th level, your connection to dragons amplifies your presence to those around you, causing you to project your strength making creatures look at you with fear and awe. When making intimidation checks, you may use your strength modifier for your ability score.
Additionally, when you enter rage, you can cause a wave of fear to spread around you in a 30ft radius. A number of creatures you choose, equal to your proficiency modifier, must make a wisdom saving throw. On a failed save the affected creatures become frightened.
Dragon Manifestation
At 14th level, you have fully embraced this path, gaining the ability to sprout wings from your back. As long as you are not wearing medium or heavy armor, you gain a flight speed equal to your movement speed. When the wings appear, they will burst through your armor, unless it has been specially modified to accommodate them, causing the armor to break apart.
You also gain the ability to exhale elemental energy in the form of a breath weapon. As an attack, you can exhale a 30ft cone of elemental energy that deals 5d6 damage on a hit, and half as much on a miss. The damage type and save is determined by the draconic essence that was chosen at 3rd level.
Acid Breath
As an attack action, you can breathe forth a cone of acid. Creatures within the area must make a dexterity saving throw or take 5d6 acid damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
Cold Breath
As an attack action, you can breathe forth a cone of cold. Creatures within the area must make a constitution saving throw or take 5d6 cold damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
Fire Breath
As an attack action, you can breathe forth a cone of fire. Creatures within the area must make a dexterity saving throw or take 2d6 fire damage on a failure, or half as much on a success. You can use this feature a number of times equal to your proficiency modifier and regain all uses after finishing a long rest.
Lightning Breath
As an attack action, you can breathe forth a cone of lightning. Creatures within the area must make a dexterity saving throw or take 5d6 lightning damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
Poison Breath
As an attack action, you can breathe forth a cone of poison. Creatures within the area must make a constitution saving throw or take 5d6 poison damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
This looks pretty good! A few things for clarity and balance:
Can transformed claws hold weapons? If so, can they be used while holding weapons?
Putting out Burning Strike's flames probably doesn't need a DC. Just requiring the target to burn an action is enough.
What is the area of caustic cloud? Is 10 feet the radius of a sphere or the side of a cube?
Freezing Wind seems better than the other options, imposing a total of six penalties on a failed save. I see the resemblance to slow, but I think this is too much.
Lightning whip is not clear if it is in addition to your natural weapon attack or in place of it.
The poisoned condition from Touch of Malignance needs a duration.
Frightened from Presence of the Dragon also needs a duration.
Thank you scatterbraind for the insight. It's helpful to have an outside perspective on things like this. I will be making adjustmets and will post an updated version on this. As for the points you made:
The transformed claws can still hold weapons, and I have adjusted the wording to allow for a claw attack if they are empty.
I was modeling the burning effect after the alchemist fire flask. I agree that an action would be sufficient, though I wonder if upping the ongoing damage to 1d6 would be better as it feels a bit underpowered compared to some of the other options.
The area of the caustic cloud should be a 10ft sphere (5ft radius) and changes will be made to reflect that. I don't think that 10ft radius would be ideal as the disadvantage save would need to be addressed with other party members to prevent them being affected.
Freezing wind did seem like the most powerful option and I was wondering about adjusting that. I like the idea of the strike being so cold it slows down the target, but it may need to be toned down a bit.
The lightning whip attack is supposed to replace one of your natural weapon attacks. So, it would work in conjunction with the claws, horns, or tail.
I'll need to find good models for the poisoned and frightened conditions imposed by the other abilities.
At 6th level, the energy from your draconic essence starts to overflow infusing your natural weapons with elemental energy, causing them to count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, while raging, you can cause the energy to flare up when you attack with one of your natural weapons, causing an additional effect. You can do this a number of times equal to your proficiency modifier. Once you have expended the last use of this ability, you must finish a long rest before you can use it again. For effects that require a saving throw, your save DC is equal to 8 + proficiency modifier + constitution modifier.
Burning Strike
When you make an attack using your natural weapon, you can expend one use of this ability to wreath your attack in flames. On a hit the flames explode, causing the target and any adjacent creatures, other than yourself, to take an additional 2d4 fire damage. Additionally, the target of the attack begins to burn, taking 1d4 fire damage at the start of each of its turns. A creature can end this effect by using its action to extinguish the flames.
The damage of this ability and the ongoing damage increases by 1d4 when you reach 10th (3d4, 2d4) and 14th (4d4, 3d4) level.
Caustic Cloud
When making an attack with your natural weapon, you can expend one use of this ability to create a cloud of acidic gas with a radius of 10ft, centered on the target, that lasts for up to 1 minute. The cloud causes affected creatures to begin coughing violently and their eyes to begin to water. All creatures within the cloud, other than you, gain the blinded condition. If a creature starts its turn outside the area of effect, they can use their action to make a DC 10 constitution saving throw to remove the effect. The cloud can be blown apart by a strong gust of wind (at least 10 miles per hour), which removes the affected area, or by you dismissing the effect.
Freezing Touch
When you make an attack using the natural weapons from your Draconic Fury, you can expend one use of this ability to imbue your attack with a freezing cold. On a hit, you cause a burst of cold to blast out toward the target. The target takes an additional 1d6 cold damage and must make a constitution saving throw.
This damage increases by 1d6 at 10th (2d6) and 14 (3d6) level.
On a failed save, the affected creature becomes encased in ice, and is restrained and incapacitated until the end of its next turn. Another creature can attempt to free the affected creature by spending its action to make a strength saving throw against your save DC.
Lightning Whip
When you take the attack action on your turn, you can expend one use of this ability to instead cause lightening to gather in your hand, forming a whip like structure. You can then lash out at a creature within 15ft. That creature must succeed on a strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5ft of you. After making this attack, the whip dissipates until the ability is triggered again. This counts as a natural weapon attack for the purpose of the secondary natural weapon attack of the Draconic Fury ability.
This damage increases by 1d8 when you reach 10th (2d8) and 14th (3d8) level.
Touch of Malignance
When you make an attack using the natural weapon from your Draconic fury, you can choose to expend one use of this ability to fill the strike with a vile poison. On a hit the target takes an additional 1d6 poison damage and must make a constitution saving throw against your save DC. On a failed save the target becomes poisoned for 1 minute. Once all uses of this ability have been expended, you cannot use it again until you have finished a long rest.
The damage of this attack increases by 1d6 at 10th (2d6) and 14th 3(d6).
Presence of the Dragon
At 10th level, your connection to dragons amplifies your presence to those around you, causing you to project your strength making creatures look at you with fear and awe. When making intimidation checks, you may use your strength modifier for your ability score.
Additionally, when you enter rage, you can cause a wave of fear to spread around you in a 30ft radius. A number of creatures you choose, equal to your proficiency modifier, must make a wisdom saving throw. On a failed save the affected creatures become frightened for up to 1 minute. Affected creatures can make another saving throw at the end of their turn to try and shake the effects.
I came up with this subclass for the barbarian focused on the idea of embodying the power of the dragon. I feel like it is mostly set, but might need some tweaking, and would like to hear what other people think. The details are posted below.
Barbarians who follow this path have a mystical connection to the dragons, becoming able to channel the raw elemental power that comes naturally to them. Those that follow this path strive to embody the power and majesty of dragons in their appearance and ferocity.
Aspect of the Dragon
At 3rd level, when you take this path, your body begins its transformation, exhibiting some traits of the draconic essence within. Scales begin to grow on sections of your body, granting you a +1 bonus to your AC when not wearing armor. You can wear a shield and still gain the effects of this ability. Also, you gain resistance to a damage type associated with the dragon your essence draws from.
Essence of the Caustic Dragon
Your scales take on the appearance of one of the caustic dragons, taking on a black or copper hue. When you take this option, you gain resistance to acid damage.
Essence of the Fire Dragon
Your scales take on the appearance of one of the fire dragons, taking on a brass, gold, or red hue. When you take this option, you gain resistance to fire damage.
Essence of the Frost Dragon
Your scales take on the appearance of one of the frost dragons, taking on a silver or white hue. When you take this option, you gain resistance to cold damage.
Essence of the Malignant Dragon
Your scales take on the appearance of the malignant dragon, taking on a green hue. When you take this option, you gain resistance to poison damage.
Essence of the Storm Dragon
Your scales take on the appearence of one of the storm dragons, taking on a blue or bronze hue. When you take this option, you gain resistance to lightning damage.
Draconic Fury
At 3rd level, when you enter Rage, you can further transform, drawing power from the draconic essence within you. Until the rage ends, your body transforms, granting dragon like claws, horns, and tail which can be used as natural weapons. These count as simple melee weapons for you, and you add your strength modifier to the attack and damage rolls when you attack with it, as normal. If you take the attack to attack with your natural weapons, you can make an additional attack with your natural weapon as part of the same action. On a hit you deal 1d6 damage, and the damage type is determined by the natural weapon you hit with, bludgeoning for tail, slashing for claw, and piercing for horn.
Power of the Dragon
At 6th level, the energy from your draconic essence starts to overflow infusing your natural weapons with elemental energy, causing them to count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, while raging, you can cause the energy to flare up when you attack with one of your natural weapons, causing an additional effect. You can do this a number of times equal to your proficiency modifier. Once you have expended the last use of this ability, you must finish a long rest before you can use it again. For effects that require a saving throw, your save DC is equal to 8 + proficiency modifier + constitution modifier.
Burning Strike
When you make an attack using your natural weapon, you can expend one use of this ability to wreath your attack in flames. On a hit the flames expload, causing the target and any adjacent creatures, other than yourself, to take an additional 1d4 fire damage. Additionally, the target of the attack begins to burn, taking 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 dexterity check to extinguish the flames.
The damage of this ability increases by 1d4 when you reach 10th (2d4) and 14th (3d4) level.
Caustic Cloud
When making an attack with your natural weapon, you can expend one use of this ability to create a 10ft cloud of acidic gas, centered on the target, that lasts for up to 1 minute. The cloud causes effected creatures to begin coughing violently and their eyes to begin to water. All creatures within the cloud, other than you, gain the blinded condition. If a creature starts its turn outside the area of effect, they can use their action to make a DC 10 constitution saving throw to remove the effect. The cloud can be blown apart by a strong gust of wind (at least 10 miles per hour), which removes the affected area, or by you dismissing the effect.
Freezing Wind
When you make an attack using the natural weapons from your Draconic Fury, you can expend one use of this ability to cause freezing wind to wrap around your attack. On a hit, you cause a burst of freezing wind to blast out toward the target. The target takes an additional 1d6 cold damage and must make a constitution saving throw. This damage increases by 1d6 at 10th (2d6) and 14 (3d6) level.
On a failed save, the affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
Lightning Whip
When you take the attack action on your turn, you can expend one use of this ability to cause lightening to gather in your hand forming a whip like structure. You can lash out at a creature within 15ft. That creature must succeed on a strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5ft of you. After making this attack, the whip dissipates until the ability is triggered again.
This damage increases by 1d8 when you reach 10th (2d8) and 14th (3d8) level.
Touch of Malignance
When you make an attack using the natural weapon from your Draconic fury, you can choose to expend one use of this ability to fill the strike with a vile poison. On a hit the target takes an additional 1d6 poison damage and must make a constitution saving throw against your save DC. On a failed save the target becomes poisoned. Once all uses of this ability have been expended, you cannot use it again until you have finished a long rest.
The damage of this attack increases by 1d6 at 10th (2d6) and 14th 3(d6).
Presence of the Dragon
At 10th level, your connection to dragons amplifies your presence to those around you, causing you to project your strength making creatures look at you with fear and awe. When making intimidation checks, you may use your strength modifier for your ability score.
Additionally, when you enter rage, you can cause a wave of fear to spread around you in a 30ft radius. A number of creatures you choose, equal to your proficiency modifier, must make a wisdom saving throw. On a failed save the affected creatures become frightened.
Dragon Manifestation
At 14th level, you have fully embraced this path, gaining the ability to sprout wings from your back. As long as you are not wearing medium or heavy armor, you gain a flight speed equal to your movement speed. When the wings appear, they will burst through your armor, unless it has been specially modified to accommodate them, causing the armor to break apart.
You also gain the ability to exhale elemental energy in the form of a breath weapon. As an attack, you can exhale a 30ft cone of elemental energy that deals 5d6 damage on a hit, and half as much on a miss. The damage type and save is determined by the draconic essence that was chosen at 3rd level.
Acid Breath
As an attack action, you can breathe forth a cone of acid. Creatures within the area must make a dexterity saving throw or take 5d6 acid damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
Cold Breath
As an attack action, you can breathe forth a cone of cold. Creatures within the area must make a constitution saving throw or take 5d6 cold damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
Fire Breath
As an attack action, you can breathe forth a cone of fire. Creatures within the area must make a dexterity saving throw or take 2d6 fire damage on a failure, or half as much on a success. You can use this feature a number of times equal to your proficiency modifier and regain all uses after finishing a long rest.
Lightning Breath
As an attack action, you can breathe forth a cone of lightning. Creatures within the area must make a dexterity saving throw or take 5d6 lightning damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
Poison Breath
As an attack action, you can breathe forth a cone of poison. Creatures within the area must make a constitution saving throw or take 5d6 poison damage on a failure, or half as much on a success. You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after finishing a long rest.
This looks pretty good! A few things for clarity and balance:
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thank you scatterbraind for the insight. It's helpful to have an outside perspective on things like this. I will be making adjustmets and will post an updated version on this. As for the points you made:
These sections have been updated.
Power of the Dragon
At 6th level, the energy from your draconic essence starts to overflow infusing your natural weapons with elemental energy, causing them to count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, while raging, you can cause the energy to flare up when you attack with one of your natural weapons, causing an additional effect. You can do this a number of times equal to your proficiency modifier. Once you have expended the last use of this ability, you must finish a long rest before you can use it again. For effects that require a saving throw, your save DC is equal to 8 + proficiency modifier + constitution modifier.
Burning Strike
When you make an attack using your natural weapon, you can expend one use of this ability to wreath your attack in flames. On a hit the flames explode, causing the target and any adjacent creatures, other than yourself, to take an additional 2d4 fire damage. Additionally, the target of the attack begins to burn, taking 1d4 fire damage at the start of each of its turns. A creature can end this effect by using its action to extinguish the flames.
The damage of this ability and the ongoing damage increases by 1d4 when you reach 10th (3d4, 2d4) and 14th (4d4, 3d4) level.
Caustic Cloud
When making an attack with your natural weapon, you can expend one use of this ability to create a cloud of acidic gas with a radius of 10ft, centered on the target, that lasts for up to 1 minute. The cloud causes affected creatures to begin coughing violently and their eyes to begin to water. All creatures within the cloud, other than you, gain the blinded condition. If a creature starts its turn outside the area of effect, they can use their action to make a DC 10 constitution saving throw to remove the effect. The cloud can be blown apart by a strong gust of wind (at least 10 miles per hour), which removes the affected area, or by you dismissing the effect.
Freezing Touch
When you make an attack using the natural weapons from your Draconic Fury, you can expend one use of this ability to imbue your attack with a freezing cold. On a hit, you cause a burst of cold to blast out toward the target. The target takes an additional 1d6 cold damage and must make a constitution saving throw.
This damage increases by 1d6 at 10th (2d6) and 14 (3d6) level.
On a failed save, the affected creature becomes encased in ice, and is restrained and incapacitated until the end of its next turn. Another creature can attempt to free the affected creature by spending its action to make a strength saving throw against your save DC.
Lightning Whip
When you take the attack action on your turn, you can expend one use of this ability to instead cause lightening to gather in your hand, forming a whip like structure. You can then lash out at a creature within 15ft. That creature must succeed on a strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5ft of you. After making this attack, the whip dissipates until the ability is triggered again. This counts as a natural weapon attack for the purpose of the secondary natural weapon attack of the Draconic Fury ability.
This damage increases by 1d8 when you reach 10th (2d8) and 14th (3d8) level.
Touch of Malignance
When you make an attack using the natural weapon from your Draconic fury, you can choose to expend one use of this ability to fill the strike with a vile poison. On a hit the target takes an additional 1d6 poison damage and must make a constitution saving throw against your save DC. On a failed save the target becomes poisoned for 1 minute. Once all uses of this ability have been expended, you cannot use it again until you have finished a long rest.
The damage of this attack increases by 1d6 at 10th (2d6) and 14th 3(d6).
Presence of the Dragon
At 10th level, your connection to dragons amplifies your presence to those around you, causing you to project your strength making creatures look at you with fear and awe. When making intimidation checks, you may use your strength modifier for your ability score.
Additionally, when you enter rage, you can cause a wave of fear to spread around you in a 30ft radius. A number of creatures you choose, equal to your proficiency modifier, must make a wisdom saving throw. On a failed save the affected creatures become frightened for up to 1 minute. Affected creatures can make another saving throw at the end of their turn to try and shake the effects.
Seems good. There is an issue tho: Dragon Manifestation is exactly a Dragonborn’s breath weapon but you can use it more times.
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
But Dragonborn’s get breath weapon at level 1, this is 14 so it’s not op.
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
When the new players handbook releases, I plan to make adjustments that will align this subclass with the new feel of the game as well.