Barbarian
Base Class: Barbarian

Dragon Heart.

Draconic Construct

Starting when you choose this path at 3rd level, you discover your true nature. You have been made by placing a recently slain dragons heart into an awaiting body. This can revive a dead person or bring a construct to life. This imbues the body with draconic magic to give it life and provides it with strong magical and draconic properties. 

You creature is now considered a construct. You also gain the ability to read, write and speak Draconic.

Anti-magic Vulnerability

At 3rd level due to your magically constructed form you are susceptible to anti-magic and dispelling forces. If you start your turn or the first time you enter a anti-magic field or you are targeted by a dispel magic, you must make a Constitution saving throw. The DC is 15 or 10 + the spell level, whichever is higher. On a failed save you are stunned until the start of your next turn. You may repeat the saving throw at the beginning of your turn. On a successful save you are immune to the effect indefinitely from that source. Although if a new spell or effect is produced you must repeat the save against the new effect.

Draconic Claws

Starting at 3rd level, you gain the ability to make your hands like claws from a dragon. Your unarmed attacks now do 1d8 + your Strength modifier in piercing damage. You also get a +1 to hit with Unarmed attacks.

This damage increases from 1d8 to 1d10 at 10th level.

Gold Sense

Beginning at 6th level, you gain the ability to sense valuable items. Items of high value or large sums of valuable metal or jewels attract you. As an action you can sense items and currency of 500-999gp value within 1000 feet and not behind 1 inch of metal or more, you can sense the direction they are from you. Items and currency of 1000-1999gp value within 1000 feet and not behind 1 inch of metal or more, you can sense the direction and distance from you. 2000-9999gp value you can sense within 10 miles if not behind 1 foot of metal, you know the direction, distance and if it is moving. Over 10,000gp value, within 1 mile you can sense the direction, distance and if it is moving and only effects meant to protect from scrying can block this, outside of 1 mile you know the direction it is as long as it is on the same plane of existence. 

Elemental Strike

Starting at 6th level, as a bonus action you can imbue your unarmed attacks with elemental energy based upon the dragon who's heart was used in you. This ability lasts for 1 minute or if cast during a rage, until the rage ends. Each unarmed attack does 1d4 of the respective elemental damage on a hit. The number of times this ability can be used is 1 + you Constitution modifier (minimum 2). This ability resets on a long rest.

Your unarmed attacks are also now considered magical in order to ignore resistance and immunity to nonmagical piercing damage.

Black - Acid 
Blue - Lightning 
Brass - Fire 
Bronze - Lightning 
Copper - Acid
Gold - Fire
Green - Poison 
Red - Fire 
Silver - Cold 
White - Cold

Draconic Element - Acid

Draconic Element - Acid

Draconic Element - Cold

Draconic Element - Cold

Draconic Element - Fire

Draconic Element - Fire

Draconic Element - Lighning

Draconic Element - Lightning

Draconic Element - Poison

Draconic Element - Poison

Breath Weapon

Beginning at 10th level, you gain a breath weapon that deals the damage that is associated with the dragon that your heart came from. The damage dealt by this ability is 4d8 and increases by 1d8 at 14th and 17th level. The saving throw DC is 8 + proficiency bonus + Con modifier. You can use this ability a number of times equal to your Constitution modifier(minimum 1). On a successful save the target takes half damage. This ability resets on a long rest.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Acid

Acid breath weapon: 5 by 30 ft. line (Dex. save)

Cold

Cold breath weapon: 15 ft. cone (Con. save)

Fire

Fire breath weapon: 15 ft. cone (Dex. save)

Lightning

Lightning breath weapon: 5 by 30 ft. line (Dex. save)

Poison

Poison breath weapon: 15 ft. cone (Con. save)

Draconic Transformation

Starting at 14th level, at the start of your turn before moving you can transform, this transformation reduces your movement speed by half. At the end of your turn you gain the following:

  • Flying speed equal to 10ft + your movement speed.
  • Immunity to your chosen draconic element.
  • You can use your Breath Weapon as a bonus action instead of a full action. You gain 1 charge of your Breath Weapon if you have less than half the charges left (round down)
  • You gain the Siege ability.

This ability lasts for the duration of your rage, 1 minute, you drop it as an action or until you fall unconscious, whichever lasts the longest. You can use this ability once and it recharges on a short rest.

At 17th level while in this form you gain the ability to make a critical hit on a roll of 19 or 20 on your attack rolls.

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