Barbarian
Base Class: Barbarian

The blood of a chromatic dragon is magically treated in a way that speaks of dark intent, though motive is left to the temperament of the individual reaver. All can be tempted to harsh conduct. It is simply the fate of the reaver that theirs is the power to be brutal above most others. Their destruction is first inward, a commitment and a test; the blood is toxic to the body and not all survive, but those that do emerge reavers.

Draconic Fury

Starting when you choose this path at 3rd level, you can channel elemental fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is fire, cold, lightning, acid or poison; the type of damage is based on the type of dragon blood you ingested.

Acid

The extra damage you deal with Draconic Fury is acid.

Cold

The extra damage you deal with Draconic Fury is cold.

Fire

The extra damage you deal with Draconic Fury is fire.

Lightning

The extra damage you deal with Draconic Fury is lightning.

Poison

The extra damage you deal with Draconic Fury is poison.

Blood of the Wyrm

At 3rd level, the blood you consumed has made you dragon-kin. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Devour

Starting at 6th level, the draconic blood that flows through allows you to tear apart your foes to sustain yourself. As a bonus action you tear into an enemy and devour some of it's life force to heal your own wounds. Make a melee attack against an enemy within range; this attack uses your Strength and you are proficient with it. On a hit the target takes 2d6 + half your barbarian level and you regain hit points equal to the damage dealt. The extra damage is piercing and counts as magical for the purpose of overcoming resistance and immunity.

When you reach 14th level the damage you deal increases to 4d6 + half your barbarian level.

You can do this only once per rage.

Draconic Presence

At 10th level, you learn to channel draconic power to evoke terror in others. As a bonus action, you unleash a battle roar and each creature of the your choice that is within 30 feet of you and must succeed on a Wisdom saving throw (DC = 8 + Strength modifier + proficiency bonus) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

Draconic Manifest

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

In addition, the damage dealt by your Draconic Fury feature now ignores resistance to fire, cold, lightning, acid or poison depending on the type of dragon blood you ingested.

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