Barbarian
Base Class: Barbarian

Some barbarians follow the example of one of the most primordial, wild and self-determined type of creature in existence: dragons.

These mortals develop steel-like claws, exhale destructive energies and even take to the skies, like their ancient and powerful models. It may be a remnant of draconic power in a centuries old blood line, the result of a painful and dangerous ritual, or some other, long forgotten cause - those barbarians are a sight to behold, feared for their violent outbursts and temper, even by other barbarians.

Dragons Claws

3rd-Level Path of the Dragon feature

You develop retractable, draconic claws, aiding you in your hunts. Those claws count as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d6 slashing damage on a hit.

Once you reach level 10 in this class, the damage dealt by your Claw Attack increases to 1d8.

Breath Weapon

3rd-Level Path of the Dragon feature

When you take the attack action on your turn while raging, you can replace one of your attacks with an exhalation of draconic energy. Each creature in a 30-foot line (5 feet wide), or a 15-foot cone (your choice) must succeed on a Dexterity saving throw against 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature takes 2d6 ([11th] 3d8, [17th] 3d10) damage, or half as much on a success. The damage type is your choice of either Acid, Lightning, Poison, Fire, or Cold.

Starting with 11th level, the damage of this feature increases gradually.

You can use this feature a number times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gem Knowledge

3rd-Level Path of the Dragon feature

At 3rd level, your mind bends after the example of gem dragons, known for their intelligence, study of supernatural phenomena and resourcefulness. You learn to speak, read and write draconic, or some other language of your choice. In addition, you become proficient in one Intelligence, Wisdom, or Charisma Skill.

Improved Claws

6th-Level Path of Dragon feature

You become more used to your Claws, gianing the following benefits:

  • Your Claw Attack granted by this subclass now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you attack with your Claw Attack on your turn, you can make one Claw Attack as a bonus action.

Metallic Alteration

10th-Level Path of the Dragon feature

Through meditation upon metallic dragons, known for their mastery of defensive magic and self-altering abilities, your body adapts to mimic some of their most prominent features:

  • You grow a pair of draconic wings and gain a flying speed equal to your walking speed. However, you can no longer wear armor that isn't speccifically made to accomondate for your wings and trying to wear clothes that aren't made to accomondate for them damages, or even destroys the clothes.
  • When you fail an ability check or a saving throw, you can choose to succeed, instead (no action required). Once you've used this feature, you can't do so again until you finish a short, or long rest.

Chromatic Rampage

14th-Level Path of the Dragon feature

After learning about the raw elemental power of chromatic dragons, your rage becomes imbued with their energy, even shadowing the destructive tendencies of some real dragons.
When you enter a rage, you can choose to be surrounded by an aura of your choice, as listed below. The aura lasts for the duration of your rage and extends10 feet from you in all directions, but not through total cover. For the duration of the rage, you also gain resistance to the damage type of your chosen aura.

If your aura causes a creature to make a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

You choose the auras type each time you rage:

Acid. Your aura manifests as a cloud of corrosive steam, slowly dissolving your enemies armor. Each hostile creaure in the aura has it's Armor Class reduced by 1 and whenever a creature in your aura hits you with a melee attack, it must succeed on a constitution saving throw, or suffer acid damage equal to half your barbarian level.

Lightning. You're surrounded by a storm of electric energy and can summon even more. When you take the attack action on your turn, you can replace one of your attacks with calling forth a burst of electricity from yourself. If you do, each creature in your aura must succeed on a constitution saving throw, or suffer ligthning damage equal to your barbarian level, or half as much, on a success.

Poison. Your aura takes the form of poisonous gas, surrounding you. Whenever a hostile creature enters your aura or starts it's turn there, it must succeed on a constitution saving throw, or suffer poison damage equal to half your barbarian level, or half that much on a success. If a creature fails this saving throw by 5 or more, it becomes poisoned for 1 minute.

Fire. Your aura is a storm of dancing flames, igniting everything and everyone. Whenever a creature enters your aura or begins it's turn there, it has to make a constitution saving throw. If it fails, it suffers fire damage equal to half your barbarian level, or half as much on a success. Additionally, whenever you hit a creature in your aura with a melee attack, it suffers 1d6 additional fire damage. The aura ignites flammable objects that aren't being worn or carried.

Cold. Your aura counts as difficult terrain for hostile creatues, as frost begins to form all around you, hindering their movement. Additionally, whenever a hostile creature ends it's turn there, it must succeed on a constitution saving throw, or suffer cold damage equal to half your barbarian level, or half that much on a success.

Comments

Posts Quoted:
Reply
Clear All Quotes