Barbarian
Base Class: Barbarian

Barbarian clans are often subject to interactions with dragons and some are even ruled over or live in symbiotic relationships with the colossal creatures. In such environments, barbarians are sometimes raised alongside whelps and trained in the arts of draconic combat to better serve and protect their clan. These clans often clash or hold grand war games in an attempt to not only prove their power to one another but also to improve their standing in the world at large.

Tools of the Dragon

When you choose this path at 3rd level, you learn to imitate the attacks and magical abilities of dragons. You choose one type of dragon from the following table as your clan color. You gain resistance to the element type associated with your chosen clan color.

Your DM can allow you to take additional element types as feats or by completing special events such as absorbing a dragon's power who is of a different type. Doing so affects several class features such as your Tooth and Claw, Roar, and your Consume Elements features. If you have multiple types, you choose what type of damage you deal with your Tools of the Dragon features for each damage die (if you deal 2d4, each d4 can be of a different type).

Element Type Clan Color Critical Hit
Acid Black or Copper A critically hit creature that takes acid damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or be covered in acid until the end of its next turn or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 1d4 acid damage whenever it takes an action or makes an attack roll.
Cold White or Silver A critically hit creature that takes cold damage from your Tooth and Claw or Roar must succeed a Strength saving throw or become engulfed in ice and are restrained until the end of your next turn. They can use an action on their turn to attempt the saving throw again ending the effect on a success.
Fire Red, Brass, or Gold A critically hit creature that takes fire damage from your Tooth and Claw or Roar must succeed a Dexterity saving throw or become engulfed in flame taking another 1d6 fire damage at the start of their next turn.
Force Amethyst A critically hit creature that takes force damage from your Tooth and Claw or Roar must succeed a Strength saving throw or be pushed 15 feet away from you. If they collide with another creature or unmovable object (such as a wall or pillar) while being pushed in this way they take an additional 1d6 force damage.
Lightning Blue or Bronze A critically hit creature that takes lightning damage from your Tooth and Claw or Roar must succeed a Dexterity saving throw or chain the lightning damage to another creature within 5 feet of them (who also must make this saving throw or chain it to another creature). A creature can only take damage in this manner once per critical hit. 
Necrotic Topaz A critically hit creature that takes necrotic damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or are unable to regain hit points until the start of your next turn.
Poison Green A critically hit creature that takes poison damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or become poisoned until the end of your next turn. Creatures immune to the poisoned condition are immune to this effect.
Psychic Emerald A critically hit creature that takes psychic damage from your Tooth and Claw or Roar must succeed an Intelligence saving throw or have disadvantage on attack rolls until the end of their next turn.
Radiant Crystal A critically hit creature that takes radiant damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or become blinded until the end of their next turn. Creatures immune to the blinded condition are immune to this effect.
Thunder Sapphire A critically hit creature that takes thunder damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or become deafened until the end of their next turn. Creatures immune to the deafened condition are immune to this effect.


In addition, you gain the following abilities, emulating the attacks of dragons:

  • Roar. Beginning at 3rd level, you can exhale destructive energy imitating a devastating breath weapon. As an action, you may make a ranged attack against a creature or object up to 60 feet away. You are proficient with this attack and you add your Dexterity modifier to attack and damage rolls. If your Roar hits, it explodes with elemental magic upon impact dealing 1d6 damage of your element type as determined in the Dragon Clan Chart. The damage increases by 1d6 when you reach 7th level (2d6), 13th level (3d6), and 19th level (4d6).

     

  • Tooth and Claw. Beginning at 3rd level, your unarmed strikes count as natural weapons and become deadlier in combat causing them to deal 1d6 damage. The type of damage dealt can be piercing (bite), slashing (claw), or bludgeoning (punch, kick, etc.). You can add your rage damage to attacks while raging when you use this feature.

    When you use your action to make a Tooth and Claw attack, you can attempt another Tooth and Claw attack as a bonus action.

    While raging, you can cause this feature to become empowered by the element type associated with your clan color. Your Tooth and Claw attacks deal an additional 1d4 damage of your element type and are considered magical for the purpose of bypassing resistances. The additional damage increases by 1d4 when you reach 14th level to a total of 2d4, and an additional 1d4 at 20th level to a total of 3d4.

Creatures who receive damage when you score a critical hit with your Roar or Tooth and Claw features are subjected to additional effects for each type of damage they receive. The additional effects are determined in the Critical Hit column of the Clan Color chart. The DC associated with any effects caused by a critical hit is equal to 8 + your Constitution modifier + your proficiency bonus.

Amethyst (Force)

Element Type: Force

Critical Hit Effect: A critically hit creature that takes force damage from your Tooth and Claw or Roar must succeed a Strength saving throw or be pushed 15 feet away from you. If they collide with another creature or unmovable object (such as a wall or pillar) while being pushed in this way they take an additional 1d6 force damage.

Black or Copper (Acid)

Element Type: Acid

Critical Hit Effect: A critically hit creature that takes acid damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or be covered in acid until the end of its next turn or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 1d4 acid damage whenever it takes an action or makes an attack roll.

Blue or Bronze (Lightning)

Element Type: Lightning

Critical Hit Effect: A critically hit creature that takes lightning damage from your Tooth and Claw or Roar must succeed a Dexterity saving throw or chain the lightning damage to another creature within 5 feet of them (who also must make this saving throw or chain it to another creature). A creature can only take damage in this manner once per critical hit. 

Crystal (Radiant)

Element Type: Radiant

Critical Hit Effect: A critically hit creature that takes radiant damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or become blinded until the end of their next turn. Creatures immune to the blinded condition are immune to this effect.

Emerald (Psychic)

Element Type: Psychic

Critical Hit Effect: A critically hit creature that takes psychic damage from your Tooth and Claw or Roar must succeed an Intelligence saving throw or have disadvantage on attack rolls until the end of their next turn.

Green (Poison)

Element Type: Poison

Critical Hit Effect: A critically hit creature that takes poison damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or become poisoned until the end of your next turn. Creatures immune to the poisoned condition are immune to this effect.

Red, Brass, or Gold (Fire)

Element Type: Fire

Critical Hit Effect: A critically hit creature that takes fire damage from your Tooth and Claw or Roar must succeed a Dexterity saving throw or become engulfed in flame taking another 1d6 fire damage at the start of their next turn.

Sapphire (Thunder)

Element Type: Thunder

Critical Hit Effect: A critically hit creature that takes thunder damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or become deafened until the end of their next turn. Creatures immune to the deafened condition are immune to this effect.

Topaz (Necrotic)

Element Type: Necrotic

Critical Hit Effect: A critically hit creature that takes necrotic damage from your Tooth and Claw or Roar must succeed a Constitution saving throw or are unable to regain hit points until the start of your next turn.

White or Silver (Cold)

Element Type: Cold

Critical Hit Effect: A critically hit creature that takes cold damage from your Tooth and Claw or Roar must succeed a Strength saving throw or become engulfed in ice and are restrained until the end of your next turn. They can use an action on their turn to attempt the saving throw again ending the effect on a success.

Consume Elements

By 6th level, through your experiences, you've learned to adapt to the elements and gained the uncanny ability to consume it in order to rejuvenate yourself. Whenever you would receive damage of one of your element types, you can use your reaction to instead take no damage and gain health equal to half of the damage you would have taken, rounded down. 

Additionally, you are able to consume elements associated with your element types, even if they are typically intangible (a campfire's flames, a vial of poison, snow, etc.), without taking any of the normal adverse effects and sustaining you with the same effect as eating a full meal.

Dragoncry

Beginning at 10th level, you have learned to increase your fortitude to outmatch those that might seek to control you. You can use your action to unleash a mighty roar that can be heard up to 300 feet away. When you do, any number of creatures within 30 feet of you must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be stunned until the end of your next turn.

You can use this ability even if you are under the effects of a spell which would otherwise force you to act in a certain manner on your turn (such as from a dragon’s frightening presence or Suggestion spell), instantly ending the effect as if you succeeded on the saving throw.

Once you use this ability, you cannot do so again until you finish a short rest.

Apex Predator

At 14th level, your experiences growing up around dragons and using draconic abilities have made you a deadly adversary to anything on land or in the skies.

  • Your Roar and Tooth and Claw damage ignore resistance to your Element Type. Creatures typically immune to your element type treat damage instead as though they had resistance.
  • Draconic Charge. When you take the Dash action you gain a flying speed equal to your walking speed for the turn. If you move at least 30 feet in a straight line, you may attempt one attack against a creature in front of you. On a successful hit, they must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pushed 10 feet or fall prone (your choice) on a failure. If a flying creature fails this save, they immediately stop flying, begin to free fall, and are subject to any repercussions such as damage from falling. If you end your turn while in the air, you immediately fall back to the surface and are subject to damage from falling.

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