Barbarian
Base Class: Barbarian

Some Dragonborn have more dragon in them than others, those that can not overcome the ancient rage in their blood experience a change, both physical and mental. They allow the primal lizard mind to take over as they rage. Their scales thicken, their blood pumps harder, and the traits of their forebears begin to reshape their physical form as well as their mind. 

 

Dragonborn Barbarians begin to take on the traits of the primeval dragons from which they came. Manifesting in a variety of ways depending on what draconic bloodlines are strongest in you. Dragons' Ire causes your innate breath weapon to become more powerful, to tap into the powers of other types of dragons, and eventually lift to the skies emulating their forebears. But at the cost of their mind also being altered to become dependent on keeping wealth near them at all times, suffering a compulsion to always seek out more.

 

Path of Dragons' Ire Features:

Barbarian Level

Feature

3rd

Ferocious Bloodline, Blast of Ire (d12)

6th

Dragon Sickness, Blast of Ire (d10)

10th 

Primeval Body, Blast of Ire (d8)

14th

Child of the Wyrm, Blast of Ire (d6)

Blast of Ire

Starting at 3rd level, your body begins to more resemble the primeval dragons from which you descend. When raging your breath weapon recharges on the highest or second highest result on a d12, which you roll at the beginning of your turn each round. While raging you can take a large breath as a bonus action and increase the damage die of your breath weapon by one die size.

When you reach certain levels in this class, your breath weapon recharges on the two highest results on a smaller die: a d10 at 6th Level, a d8 at 10th level, and a d6 at 14th level. The range of your breath weapon also grows by 5 feet at 6th and 10 level.

Ferocious Bloodline

Your scales change with this ancestry rising to the forefront. If you choose a type the same as your own your natural scales become more vibrant, Chromatics grow more colorful and Metallics become more polished and reflective. If you choose the opposite type to your own, the edges of your scales take on the color of your chosen ancestor. 

Choose one.

Chromatic Ancestor

You gain your rage damage when using your breath weapon, this doubles at 14th Lvl.

Metallic Ancestor

While raging, You gain an additional draconic resistance, if you choose the resistance you already had it turns into an immunity.  At 14th Lvl you may choose another.

Dragon Sickness

At 6th Level you can smell and are attracted to great wealth. While you can generally smell wealth all the time, hordes in value exceeding the amount on the table are like a newly opened bakery. You must investigate the source unless you succeed on a wisdom saving throw Dc 10+ modifier on table. You can roll a perception check to get general distance and direction. You can also roll perception checks (smell) to detect smaller amounts of money. However, with this ability comes the curse; you become anxious when unable to smell wealth. If you try to sleep when not surrounded by enough wealth on your person you take one lvl of exhaustion per week. At the start of the second week you heal one d12 per week less on a long rest. Magic items count toward the total hoard amount based on the table found here (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/79378-character-wealth-gold-by-level)

 

Level

Amount requiring a save

Dc modifier

Amount compelled

Required Hoard

6

25,000

+1 for every 10,000

100,000

5,000

7

37,500

+1 for every 15,000

150,000

7,500

8

50,000

+1 for every 20,000 

200,000

10,000

9

75,000

+1 for every 30,000

300,000

15,000

10

100,000

+1 For every 40,000

400,000

20,000

11

125,000

+1 For every 50,000

500,000

25,000

12

162,500

+1 For every 65,000

650,000

32,500

13

212,500

+1 For every 85,000

850,000

42,500

14

325,000

+1 For every 130,000

1,300,000

65,000

15

400,000

+1 For every 160,000

1,600,000

80,000

16

550,000

+1 For every 220,000

2,200,000

110,000

17

700,000

+1 For every 280,000

2,800,000

140,000

18

1,125,000

+1 For every 450,000

4,500,000

225,000

19

3,000,000

+1 For every 1,200,000

12,000,000

600,000

20

5,000,0000

+1 For every 2,000,000

20,000,000

1,000,000

Primeval Body

At 10th Lvl your body becomes even more draconic, wings unfurl from your back, giving you a fly speed equal to your walk speed. Your lung capacity is increased. Your breath weapon now counts as a standard attack action for the sake of an extra attack.

Devouring Tempest

As a bonus action, you can eat a gem equal in value to 20 GP x the number of damage die of your breath weapon x the number of rounds to alter the type of damage of your breath weapon. If there is both a line and a cone type range you must choose which one when you eat the gem.

 

Fire

Cold

Lighting

Acid

Poison

Rubies

Diamonds

Sapphires

Onyx

Emeralds 

Child of the Wyrm

At 14th level another ancestor becomes evident, your body once again alters, either giving you a more serpentine physique or the roar of ancient dragons.

Choose one.

Sinuous Strike

By moving in a way reminiscent of the ancient Wyrms, you can impose disadvantage on the saving throw of your breath weapon on all creatures in its affected area. Usable a number of times equal to your Dexterity bonus after a long rest.

Thunder of Ages

You are able to Roar as a reaction a number of times equal to your Constitution modifier after a long rest. Radius 30 ft.

Rampaging roar: When a creature attempts to make an opportunity attack on you may unleash a roar that causes any creature able to hear this roar cannot take an opportunity attack on you during your move action. 

Distracting roar: When an enemy attempts to make an attack roll on an ally you may impose disadvantage on a single ranged or melee attack

Confounding roar: You attempt to interrupt a creature in the process of casting a spell. Force a concentration check equal to 8+ your Con bonus on a spell caster you can use an additional roar to add your proficiency bonus to the Dc.

Stumbling roar: Upon a creature attempting to move into melee with a friendly creature you may force a target to make a Dc 8+ your Con modifier dexterity saving throw or fall prone. You can use an additional roar to add your proficiency bonus to the Dc.

Bolstering roar: Give an ally temporary hit points equal to your barbarian level.

 

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