Base Class: Barbarian
When thinking of Barbarians, the common Idea is an animal skin wearing wild oaf who wanders the world. One does not easily associate s Barbarian with orders of warriors of great renown. And yet that is just what the Dragon Guard is. Begining centuries ago, between the conflicts of the Giants and Dragons, smaller people were brought along to help the efforts of both sides. Each side provided the armies of not-gigantic people new abilities and techniques to help them on the battlefield. The ending result after the end of the wars, was the begining of two major guilds; The Sentry Orders, and the Dragon Guard. Sworn bitter rivals of the Sentries, the Dragon Guard swears themselves to the will of Metallic Dragons traveling the lands to defend dragon-kind, as so many have wishes to kill them. However, a Dragon Guard will also fight and travel for their own reasons if they see fit a reason.
Draconic Growths
When you choose this Path at 3rd level, You may pick one type of Draconic Ancestry to base your abilities off of, as listed below:
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Bronze |
Lightning |
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Copper |
Acid |
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Gold/Brass |
Fire |
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Silver |
Cold |
Your body begins to get covered in spiky scales, adding +3 to your unarmored AC, and causing enemies who miss with a melee against you to take 1d4 piercing damage. You do not gain these benefits when you are wearing armor. If you are wielding a shield, the damage is halved, and the AC bonus is reduced by 1. You also gain resistance to one damage type based on whichever type of Draconic Ancestry you chose above.
You also grow strong, sharp claws from your fingers. When an enemy hits you with a melee attack, you may use your reaction to make an attack with your claws. A successful hit will cause an enemy to take 1d6 slashing damage, and must make a strength saving throw of 8 + your proficiency bonus + your strength modifier. On a failed save, the enemy is shoved 5 feet back and is knocked prone. On a critical hit, crit rules apply, in addition to the enemy being forced to fail the saving throw.
Might of the Metallics
At 6th level, your rage is empowered by the will of the Metallic Dragons. While you are raging, you may use your bonus action when you hit with a weapon attack to deal an additional 1d10 damage, based on your chosen Draconic Ancestry. You may use this a number of times equal to your proficiency bonus, before requiring a long rest.
The Damage dice you add increases by 1d10 (totalling 2d10) at 10th level, and again at 14th level (3d10)
Breath of Fresh Fury
At 10th level, as an action, you may breathe the elements of your Draconic Ancestry. You cause enemies in a 20 foot cone to make a dexterity saving throw against a DC of 8 + your proficiency bonus + your constitution modifier, or take 3d8 damage of the type provided by your Draconic Ancestry, or half as much on a successful save. You may use this once before requiring a long rest. While raging, the damage becomes 3d12 instead of 3d8, the area of effect becomes a 40 foot cone, and you have unlimited uses during your rage. When your rage ends, you gain 1 level of exhaustion for every two times you used this ability during your rage, and your one use is expended.
The damage increases by 2d8 and 2d12 (5d8/5d12) at 14th level.
One with the Kin
Also at 10th level, You now have immunity to the damage type based on your Draconic Ancestry. Additionally, you ignore resistance to your associated damage type, and treat immunity to the damage type as resistance.
Wing Dash
Once you reach 14th level, while you are raging, you may use your action to summon wings of elemental power. You may select an enemy you can see within 1 mile, you give them a Dragon Brand, allowing you to have advantage on all attacks against this enemy, and gives them disadvantage on saving throws you force them to make. You then zoom towards your Marked Enemy at high speeds. Once you reach them, you may make one attack against them. Your initial usage of this ability does use your movement, but does not limit the distance of which you travel on your turn. On subsequent turns, you have unlimited flying speed, so long as you remain within 20 feet of your marked enemy. If the marked enemy moves more than 20 feet away from you, or you are forced out of the radius of the Dragon Brand, you may use your reaction to move back into the Dragon Brand radius. The Dragon Brand ends when your marked enemy dies, you stop raging, you leave the area and fail to re-enter, or you choose to end the effect early. After the effect ends, you are unaffected by fall damage until you touch the ground.
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3/30/2023 11:16:37 PM
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Posted Mar 30, 2023Oh, and if you're wondering about that stuff with the Sentries, Click Here. Credit goes to Mk2Rex.