Barbarian
Base Class: Barbarian

The power of dragons has always enamored you, leading you towards dragon communion--the blasphemous act of consuming the heart of dragon, and taking its powers upon you. From the very first taste of dragon flesh, your soul craved for more. You are driven by this unending hunger to kill and devour more. Each heart grows your power and begins to transform you into something else. The change is already evident in your slitted glowing eyes.

Optional Feature: Your character only gains subclass abilities at 3rd, 6th, 10th, and 14th after consuming a number of hearts of any draconic-adjacent creature equal to the level: (half-dragon, dragon turtle, dragonborn, etc.)

 

Focusing Hunger

You can concentrate on abilities associated with this subclass while raging.

Winged Nemesis

If you have weapon mastery in bows or crossbows, you can add your rage damage to hits with these weapons.

Level 3: Breath Weapon

While raging, you can use your action to exhale the destructive energy of dragons you have consumed. Each time you use your breath weapon, choose a damage type from fire, cold, or poison and exhalation shape (5 x 30 ft. line or 15 ft. cone). The number of damage type choices increase with lightning at 6th level, force at 10th level, and necrotic at 14th level. When you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You have a number of uses of your breath weapon equal to 1 at 3rd level, 2 at 6th level, 3 at 10th level, and 4 at 14th level. These uses recharge on a long or short rest. Depending on the damage type chosen, on a failed save the breath weapon has a chance to inflict an extra effect:

Fire: the target(s) make a constitution saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target catches fire and takes 1d6 fire damage at the start of its turn for 3 turns and acts as if concentrating on a spell. This effect ends if the target uses its action to extinguish the flame using water or succeeds on a dexterity saving throw at the end of its turn. The DC for this saving is equal to your breath weapon DC.

Cold: The target(s) make a constitution saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target begins to freeze, and its speed is reduced by 10 for 1 minute or until the target succeeds and acts as if concentrating on a spell. This save may be repeated at the end of each of its turns. If a target's speed has been reduced by 30 feet and they fail the save against another breath weapon, they receive the grappled condition. If a target is grappled, on a failure, they receive the restrained condition. If the creature is restrained and fails the save, they receive the petrified condition.

Poison: the target(s) make a constitution saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target is poisoned for 1 minute or until the target succeeds and acts as if concentrating on a spell. This save may be repeated at the end of each of its turns. If the target is already poisoned and the target fails against another breath weapon, the target takes 1d4 at the start of each of its for 1 minute or until it succeeds its save. If the target is already taking passive poison damage and is poisoned, the target is stunned until your next turn.

Lightning: the target(s) make a constitution saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target is stunned until your next turn. If the target has been stunned twice in the past minute and the target fails against another breath weapon, the target is paralyzed until your next turn.

Force: the target(s) make a dexterity saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target is either knocked prone or pushed 10 ft. away from you.

Necrotic: the target(s) make a constitution saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target has disadvantage on its next death saving throw if Aura of Rooting Death is active.

These conditions are stackable for each.

Level 6: Wyvern's Roar

While raging, you may use your action to emit a terrifying roar. All hostile creatures within earshot must make a wisdom saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target is frightened and your attack rolls against them have advantage until the end of your next turn. After using this ability, you cannot reuse it until you have completed a long or short rest.

Level 10: Dreaded Tyranny

An ethereal head of a dragon roars above you as magma erupts from your form in all directions. While raging, each creature, excluding yourself, in a 20-foot-radius sphere centered on yourself must make a Dexterity saving throw. The DC for this saving throw is equal to your breath weapon DC. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The area in the sphere becomes difficult terrain for all except you for 1 minute and acts as if concentrating on a spell. Targets in the range take 1d6 fire damage at the start of their turns while the effect is active. After using this ability, your rage ends.

Level 14: Aura of Rooting Death

You adopt the aura of a lich-dragon as tendrils of shadow pulse in the air around you. While raging you may activate this ability, which lasts for 1 minute or until your rage ends and acts as if concentrating on a spell. When a hostile creature is within 10 feet of you, they must succeed on a constitution saving throw. The DC for this saving throw is equal to your breath weapon DC. On a success, there is no effect. On a failure, the target rolls a death saving throw. 10 and above is a success. 9 and below is a failure. 20 resets the number of failures to 0. 1 is two failures. The target repeats this save while within 10 ft. of you. On three failed death saving throws the target dies as black roots burst from every orifice in their body. The target's failures reset when they regain hit points or lessen by 1 for each full round away from your aura. After you use this ability, you can’t use it again until you complete a short or long rest

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