Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Steel Dragon embody the unyielding strength and fiery spirit of draconic power. Through intense discipline and a deep connection to the draconic blood pumping through their veins, they channel their fury into a controlled yet devastating force. These barbarians manifest physical and spiritual traits of dragons, from steel-like scales and powerful wings to fiery breath and an indomitable will. Their rage becomes a tempest of draconic energy, blending primal savagery with calculated ferocity, as they protect allies, dominate foes, and carve a path of destruction through the battlefield.

Draconic Fury

Starting when you choose this path at 3rd level, whenever you enter a rage, you can choose to go into a draconic rage. If you do, for the duration of your rage, you gain a +1 bonus to your Armor Class (this bonus increases to +2 at Barbarian level 10).

While maintaining a Draconic Fury, you gain access to the following abilities:

  • The effect of exhaustion is reduced by 1 level.
  • You can use your action to exhale destructive energy. Each creature within a 15-foot Cone must make a Dexterity saving throw equal to 8 + your Constitution modifier + your proficiency bonus. Roll a number of d6s equal to your proficiency bonus. On a failed save, a creature takes fire damage equal to the amount rolled. On a successful save, a creature takes half as much damage. At the start of each of your turns, roll a d6. If the result is a 5 or 6, you regain the use of this ability.
  • As a reaction to your rage ending, you can force yourself to continue raging. If you do, you gain 1 level of exhaustion. Treat this as entering into a new draconic rage for the purposes of your Draconic Instinct feature.

When your draconic rage ends, you suffer one level of exhaustion.

Draconic Instinct

Whenever you enter a Draconic Rage, roll any number of hit dice you have remaining. You gain temporary hit points equal to half the total, and a pool of Fury Points equal to the amount of dice rolled. You can utilize these Fury Points by performing various instincts. You gain access to a number of different instincts depending on your Barbarian level. You can only use one instinct per action (or attack if it is a part of an attack), bonus action, or reaction.

If you have no Fury Points remaining, your rage ends. If your rage ends while you still have Fury Points remaining, you regain a number of hit dice equal to half your remaining Fury Points, rounded down, with a minimum of 1.

Primal. Whenever you use one of these abilities, you can choose to make it primal by expending 2 additional Fury Points. If you do, roll 1d12. On a 1, your Draconic Fury ends. On a 12, you regain 1 Fury Point.

Saving Throws. If an Instinct requires a saving throw, the DC equals 8 + your Constitution modifier + your proficiency bonus.


Instincts:


Wing Burst (level 10) - As a bonus action, you can expend 1 Fury Point to buffet your wings together forcefully to create a surge of rough winds towards a target creature within 10-feet. If the target is Large or smaller, it must succeed on a Strength saving throw or fall Prone. If the target is Medium or smaller, it has disadvantage on the Strength saving throw. Primal: You can expand the area of the burst to target every creature within a 10-foot radius centered on yourself.

Dragon’s Roar - As a bonus action, you can expend 1 Fury Point to let out a guttural roar towards a target creature within 30-feet. The target must succeed on a Wisdom saving throw or be frightened of you. The creature can roll again at the end of each of its turns. Primal: You can expand the area of the roar to target every creature within a 20-foot radius centered on yourself.

Provoke - When you hit a creature with a melee attack roll, you can expend 1 Fury Point to goad the creature into attacking you. The creature is drawn to you, compelled by your command. It has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The effect ends at the end of your next turn. Whenever you deal damage to the affected creature while this effect is active, the duration resets. Primal: You can expand the area of the provocation to target all non-friendly creatures within a 20-foot radius centered on yourself.

Hardened Scales - As a reaction, you can expend 1 Fury Point to cause steel scales to cover your skin. You gain a bonus to your Armor Class equal to your proficiency bonus. Primal: You can choose to either double the bonus to your armor class, or extend the duration of this effect. If you extend the duration, at the end of each of your turns, roll a d6. On a 1 or 2, the effect fades. The first time you would roll this check, you instead automatically succeed.

Clutching Claw - When you take the Attack action on your turn, you can expend 1 Fury Point to replace one of your attacks with an unarmed claw attack, dealing 1d6 slashing damage on a hit. If the attack hits, you can attempt to grapple the creature as a free action as a part of the attack. Primal: The target creature automatically fails its check against your grapple attempt.

King’s Command (Level 10) - When you take the Attack action on your turn, you can expend 1 Fury Point to replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding 1d12 to the attack’s damage roll on a hit. Primal: You can choose up to 4 additional creatures who can see or hear you to gain this effect.

Disarming Blow - When you hit a creature with an attack roll, you can expend 1 Fury Point to attempt to disarm the target. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space. Primal: The target creature automatically fails its Strength saving throw.

Rallying Surge (Level 6) - As a Bonus Action, you can expend 1 Fury Point to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to your Barbarian level. Primal: You can choose up to 4 additional creatures who can see or hear you to gain this effect.

Strike of the Dragon (Level 6) - Whenever you hit a creature with a weapon attack, you can expend 2 Fury Points. If you do, roll 4d6. The creature takes an additional amount of fire damage equal to the amount rolled. Primal: You can cause the strike to explode. Each creature in a 20-foot-radius Sphere centered on the target creature must make a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Deep Breath (Level 6) - Whenever you use your Dragon’s Breath, you can expend 1 Fury Point. If you do, the range of its cone is increased to 20-feet, and you roll an additional number of d6s equal to half your proficiency bonus rounded down when rolling for damage. Primal: The range of the breath’s cone is increased to 30-feet, and the amount of d6s rolled is equal to twice your proficiency bonus in total.

Raging Impact (Level 14) - Whenever you fall 20 feet or more, as a reaction you can expend 1 Fury Point to use the energy from the fall to empower your impact. The ground beneath your feet crumbles and ruptures. Each creature within the radius of the impact must make a Dexterity Saving throw. For every 20 feet you fell, roll that number of d6s. On a failed roll, the creature takes an amount of bludgeoning damage equal to the amount rolled, or half as much damage on a successful one. The radius of the impact is equal to 5-feet for every 20-feet you fell. Primal: The ground beneath your impact erupts with a draconic blaze. In addition to the amount of bludgeoning damage taken, affected creatures must take an additional amount of fire damage equal to twice the amount rolled.

Ignore Pain (Level 6) - As a reaction to taking damage, you can expend 1 Fury Point to increase your resolve. You gain resistance to the damage type taken. If there are multiple damage types, choose one. If you already have resistance to the damage type, you instead gain invulnerability to it. This effect lasts until the end of your next turn. Primal: You gain invulnerability to the damage type taken. If you already have resistance or invulnerability to the damage type, you instead absorb the damage, gaining temporary hit points equal to half the amount taken. Any additional damage absorbed from this effect after the reaction can be added to your temporary hit point total.

Agile Wind (Level 10) - As a reaction to being targeted with a melee attack, you can expend 1 Fury Point to attempt to dodge incoming strikes. The attacker gains disadvantage against you for the remainder of its turn. If the target misses an attack roll against you, you can use up to 10 feet of movement without provoking an opportunity strike. Primal: You can use your Wing Burst instinct as a part of this reaction. If the target fails its strength save, it is stunned until the end of your next turn.

The Dragon's Spirit

At 6th level, you’ve begun to think like a dragon, both in pursuit, and in preservation.

You gain access to the Firebolt and Light cantrips, and gain resistance to fire damage while in a draconic rage.

In addition, the cost of Primal Instincts is reduced by 1 while your hit point total is less than twice your Barbarian level, and whenever you strike a creature with a critical blow, you regain 1 hit die.

Ruler of the Skies

Starting at 10th level, your draconic mutations have fully manifested. While in a draconic rage, you grow a pair of large draconic wings. You gain a flight speed equal to that of your walking speed.

You gain immunity to the frightened condition. Any creature of your choosing within a 10ft radius of you gains advantage on rolls against becoming frightened.

Blood of the Dragon

Starting at level 14, you’ve become truly accustomed to your draconic blood, letting it flow freely as your own. You gain permanent resistance to fire damage, and abilities that bypass resistances are not effective against your resistance to fire damage while in a draconic rage.

Whenever you use Relentless Rage while in a draconic rage, you can choose to instead take the hit points as temporary hit points.

Whenever you use Relentless Rage when not in a draconic rage, you can choose to increase your level of exhaustion by 1. If you do, you enter into a draconic rage, rolling half of your hit dice maximum rounded down and adding that total to the amount of health gained. The amount of health gained is instead added as temporary hit points.

The cost of Primal Instincts while at 0 hit points is reduced by an additional 1.

Will of Steel

Starting at 14th level, if you fail a saving throw, you can choose to succeed instead. You can use this ability a number of times equal to half of your proficiency bonus, rounded down, per long rest.

In addition, while maintaining Draconic Fury, you no longer suffer from the effects of exhaustion.

Path Of The Steel Dragon Image

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