Base Class: Barbarian
Made from the reddit post made by MBwithaDMG
Barbarians on the Path of the Dragon Soul summon the fury of a mighty dragon and manifest incredible abilities. They may come from cultures that revere draconic majesty, have gained their connection by drinking or bathing in a dragon’s blood, or after watching a marauding wyrm burn their village.
Much like the draconic deities Bahamut, Tiamat, and Sardior barbarians with a Metallic dragon soul tend to be good, barbarians with a Chromatic dragon soul tend to be evil, and barbarians with a Gem dragon soul tend to be neutral.
Draconic Instinct
3rd-level Path of the Dragon Soul feature
At 3rd level, you choose one type of dragon as the focus of your rage. The damage type associated with each dragon is used by features you gain later.
Draconic Instinct
| Dragon | Damage Type | Saving Throw |
|---|---|---|
| Amethyst | Force | Strength |
| Black | Acid | Dexterity |
| Blue | Lightning | Dexterity |
| Brass | Fire | Dexterity |
| Bronze | Lightning | Dexterity |
| Copper | Acid | Dexterity |
| Crystal | Radiant | Constitution |
| Emerald | Psychic | Intelligence |
| Gold | Fire | Dexterity |
| Green | Poison | Constitution |
| Red | Fire | Dexterity |
| Sapphire | Thunder | Constitution |
| Silver | Cold | Constitution |
| Topaz | Necrotic | Constitution |
| White | Cold | Constitution |
You learn to speak, read, and write Draconic or one other language of your choice. Additionally, whenever you make a Charisma (Intimidation) check while raging, your proficiency bonus is doubled if it applies to the check.
Amethyst
| Damage Type | Saving Throw |
|---|---|
| Force | Strength |
Black
| Damage Type | Saving Throw |
|---|---|
| Acid | Dexterity |
Blue
| Damage Type | Saving Throw |
|---|---|
| Lightning | Dexterity |
Brass
| Damage Type | Saving Throw |
|---|---|
| Fire | Dexterity |
Bronze
| Damage Type | Saving Throw |
|---|---|
| Lightning | Dexterity |
Copper
| Damage Type | Saving Throw |
|---|---|
| Acid | Dexterity |
Crystal
| Damage Type | Saving Throw |
|---|---|
| Radiant | Constitution |
Emerald
| Damage Type | Saving Throw |
|---|---|
| Psychic | Intelligence |
Gold
| Damage Type | Saving Throw |
|---|---|
| Fire | Dexterity |
Green
| Damage Type | Saving Throw |
|---|---|
| Poison | Constitution |
Red
| Damage Type | Saving Throw |
|---|---|
| Fire | Dexterity |
Sapphire
| Damage Type | Saving Throw |
|---|---|
| Thunder | Constitution |
Topaz
| Damage Type | Saving Throw |
|---|---|
| Necrotic | Constitution |
White
| Damage Type | Saving Throw |
|---|---|
| Cold | Constitution |
Draconic Resilience
3rd-level Path of the Dragon Soul feature
As your rage reveals your draconic powers, it grants you resistance to the elemental damage tied to your draconic instinct. At 3rd level, while you’re raging, you gain resistance to damage of the same type as outlined in the Draconic Instinct table.
Draconic Fury
3rd-level Path of the Dragon Soul feature
Starting when you choose this path at 3rd level, you can channel draconic energy into your weapon strikes. While you're raging, each of your melee weapon attacks deals 1d6 extra damage. The extra damage is of the same type as outlined in the Draconic Instinct table.
Breath Weapon
6th-level Path of the Dragon Soul feature
At 6th level, when you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in that area must make a saving throw of the same type as outlined in the Draconic Instinct table (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 4d6 damage of the same damage type as outlined in the Draconic Instinct table. On a successful save, it takes half as much damage. The damage increases to 5d6 at 10th level, and 6d6 at 14th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Frightful Presence
10th-level Path of the Dragon Soul feature
Beginning at 10th level, you can use your action to frighten creatures with your menacing presence. Each creature of your choice that is within 5 feet of you, plus additional feet equal to your Charisma modifier (minimum of 1) multiplied by 5, that can see or hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on Frightened creatures until the end of your next turn. This effect ends if a Frightened creature ends its turn out of line of sight or more than 60 feet away from you.
If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
You can use this feature a number of times equal to your proficiency bonus, including extensions, and you regain all expended uses when you finish a long rest.
Soul of the Dragon
14th-level Path of the Dragon Soul feature
At 14th level, you can embody the power of your dragon soul by transforming into a young dragon when you rage. If you do so, for the duration of your rage, you forgo all features acquired by raging and instead assume the form of a draconic creature that uses one of the Young Dragon stat blocks, plus any additional features granted by the dragon of the same type as outlined in the Draconic Instinct table. Your game statistics are replaced by the statistics of the Young Dragon, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Young Dragon.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. This transformation lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this transformation on your turn as a bonus action.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless the Young Dragon stat block also has that sense. You can only speak, read, and write in languages that you know, along with Draconic, while you are transformed. When you transform, your equipment merges into the new form and has no effect in that state.
You must finish a long rest before you can use this feature again.
Soul of the Dragon - Additional Features
Dragons — whether they be chromatic, metallic, or gem — are unique in the features they can bring to bear against their foes. Below, you will find a list of additional features for each dragon type outlined in the Draconic Instinct table. These features will be applied when you transform into a Young Dragon of the appropriate type, as according to the 14th-level Path of the Dragon Soul feature.
Young Chromatic Dragon
Black
- You gain a swimming speed of 40 feet.
Blue
- You gain a burrowing speed of 20 feet.
Green
- You gain a swimming speed of 40 feet.
- You gain immunity to the Poisoned condition.
Red
- You gain a climbing speed of 40 feet.
White
- You gain a burrowing speed of 20 feet.
- You gain a swimming speed of 40 feet.
Young Gem Dragon
Amethyst
- Your flying speed gains the hover trait.
- You gain a swimming speed of 40 feet.
- You gain resistance to psychic damage.
- You gain immunity to the Frightened and Prone conditions.
Crystal
- You gain a burrowing speed of 20 feet.
- You gain a climbing speed of 40 feet.
- You gain resistance to cold damage.
Emerald
- You gain a burrowing speed of 30 feet.
- Reduce your flying speed to 60 feet.
- You gain resistance to fire damage.
Sapphire
- You gain a burrowing speed of 20 feet.
- You gain a climbing speed of 40 feet.
- You gain resistance to lightning damage.
- You gain immunity to the Frightened condition.
Topaz
- You gain a swimming speed of 40 feet.
- You gain resistance to cold damage.
Young Metallic Dragon
Brass
- You gain a burrowing speed of 20 feet.
Bronze
- You gain a swimming speed of 40 feet.
Copper
- You gain a climbing speed of 40 feet.
Gold
- You gain a swimming speed of 40 feet.
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