Base Class: Barbarian
The Path of the Wyrm is a dragon based Barbarian subclass. As you grow in levels in this subclass you are given more aspects of the Dragon who gave you this power. Bestowed with the spirit of a dragon, whose power flows through you when you rage. A Barbarian beginning down this path will find an extra strength against certain damages and draconic claws that extend from their fingers. A more experienced Barbarian down this path may grow wings and gain ability to inspire fear in enemies around them, as more of their draconic aspect is channeled when they enter their battle fury.
Certain features may require the use of a DC. Your Draconic DC is calculated as such:
Draconic DC= 8+proficiency bonus+Constitution modifier
Dragon's Fury
Starting at 3rd level, your rage fuels the Draconic spirit within you. When you enter your rage, choose either fire, cold, acid, poison, or lightning. For the duration of your rage you are resistant to the damage type of your choice.
In addition, as part of this feature you get draconic claws that can extend from the tip of your hands. When enraged, you can fuel your claw strikes with the speed of a dragon. When you activate your Empowered Strikes, your damage die goes up to a d8, you add a d4 of the chosen damage type, and when you make your claw attack you can make an additional attack as part of that attack.
When you reach 10th level, your empowered strikes deal 2d6 of the damage type you chose to be resistant to.
Draconic Shout
At 6th level, you have learned to fuel the magic of the Draconic language as attacks.
When you reach 6th level, three shouts become known to you, and you can use two per rage.
Balanced Force- As an action, this attack may push your enemies away from you. Any creature within a 15 ft cone has to make a Dexterity saving throw against your Draconic DC. On a failure, they take 2d8 bludgeoning damage and are pushed 20 ft away from you. If they collide against a wall before they reach the 20 ft they take an additional 2d6 bludgeoning damage.
Sprint of the Wind- You can take the Dash action as a bonus action, this movement does not provoke Opportunity Attacks.
Rend Weapons- As an action, you expel energy from you in a 10 ft cone. Any creature in the area has to make a Constitution saving throw against your Draconic DC. On a failure, if they are holding a weapon, their weapon flies 15 ft from their hand in the direction of the cone.
Breath Weapon
When you reach 10th level, you have learned to breathe the element of your rage.
As an attack, you can make one of these attacks, depending on the element you chose for your rage:
Fire : You breathe fire in a 30 ft cone. Creatures in that area must make a Dexterity saving throw against your Draconic DC. On a failed save they take 8d6 fire damage. Half as much on a success.
Cold : You breathe a breath of ice in a 20 ft cone. Creatures in that area must make a Constitution saving throw against your Draconic DC, on a failure they take 6d6 cold damage and their speed is reduced by 10 ft. On a success they take half damage and are not slowed.
Acid : You spew acid in a 30 ft line that is 5 ft wide. Creatures in the line must make a Dexterity saving throw against your Draconic DC. On a failed save they take 4d6 acid damage and are covered in acid. On their turn, they must make an action to scrape off the acid or they take an additional 1d6 acid damage. On a success they take half damage and are not covered.
Poison : You breathe a cloud of poisonous gas in a 40 ft cone. Creatures in the cone must make a Constitution saving throw against your Draconic DC. If they fail they take 4d6 poison damage and are poisoned. They can repeat the save at the end of their turns to try and end the condition. On a success they take half damage and are not poisoned.
Lightning : You breathe a crack of lightning in a 30 ft line in front of you. Creatures in that area must make a Dexterity saving throw against your Draconic DC. On a failure they take 5d6 lightning damage and they have disadvantage on their next attack. On a success they take half damage.
At the beginning of your next turn you have to roll a d6 to see if you can use this attack again. On a 4-6 it is considered recharged, and can be used again.
Channel the Wyrm
At 14th level, you are able to gain certain benefits once per long rest, during a rage, for a minute. Once your rage is active you can use an action to assume your draconic form, the color of the scales change to match the damage type you choose. The inner fire of assuming this form persists your rage on the turn you activate this form.
- You gain a flying speed equal to your walking speed
- You gain resistance to fire, cold, acid, poison, and lightning damage.
- Your Empowered Strikes deal 1d10 damage.
- As a bonus action, you can channel fear from your presence. Creatures of your choice within 60 ft of you must make a Wisdom saving throw against your Draconic DC. If they fail they are frightened for a minute. Once you are out of their line of sight they can remake their save, ending the effect on a success. Once they succeed they are imune to this ability for the next 24 hours. You can do this once per rage.
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