Barbarian
Base Class: Barbarian

Dragons are primeval beings with unrivaled strength, power, and emotion. The forces a dragon projects to alter the lands of its lairs, to annihilate its enemies and frustrates intruders, are the same forces that fuel your rage. Barbarians who take the path of the furious wyrm may boast elder dragons as their benefactors, or seek to slay them to drink of their power. However they obtain it, barbarians of this path—who call themselves Furies—are shaped by the wide spanning powers that dragons warp worlds with.

Dragonic Influence

Starting when you choose this path at 3rd level, your draconic influences becomes apparent. Open flames lap towards you as if called, frigid rime decorates your body, or the smell of death and decay seeps from your poisoned bones. Choose a damage type from the Influences table. Features you gain later use your draconic influence's damage type.

Influences
Influence Dragons
Acid Black, Copper
Cold Silver, White
Fire Brass, Gold, Red
Force Amathyst
Lightning Blue, Bronze
Necrotic Topaz
Poison Green
Psychic Emerald
Radiant Crystal
Thunder Sapphire

You can speak, read, and write draconic.

At 6th level, you gain resistance to damage of your draconic influence's type.

Dragon's Ire

The path of the furious wyrm grants you a touch of draconic fury. At 3rd level, you choose either destroyer's ire  or devourer's ire. Your choice grants you the brutality or the resilience of dragons. When you are raging, your ire becomes more powerful, as described below. You can change your Ire whenever you gain a level in this class.

Destroyer's Ire

When you hit a creature with a weapon attack on your turn, you can use a bonus action to make it a brutal strike. A brutal strike deals an additional 2d6 damage.The damage is of your draconic influence's type.

While Raging. You flare with a living aura of draconic power. Your melee weapon attacks deal additional damage equal to your proficiency bonus. The damage is of your draconic influence's type.

Devourer's Ire

When you hit a creature with a weapon attack on your turn, you can use a bonus action to disrupt the creature. A disrupted creature has disadvantage on ability checks and attack rolls. After 1 minute, or after a disrupted creature makes one or more attacks using its action, bonus action, or reaction—whichever happens first—it is no longer disrupted.

While Raging. You pulse with waves of draconic energy. Creatures that you disrupt deal less damage with their weapon and spell attacks. The amount is equal to your proficiency bonus.

Marks of the Wyrm

Beginning at 6th level, the forces that command your rage now more prominently express themselves across your body. While raging, you gain physical features reminiscent of dragons—for example; a long forked tongue, new patches of scales, elongated claws, a serpentine tail, reptilian eyes, and/or horns or crests on your head. These changes grant you the following benefits while you're raging:

  • You gain darkvision out to 120 feet.
  • You gain blindsight out to 60 feet.
  • You gain advantage on Wisdom (Perception) checks.

Wyrm's Watch

At 10th level, your mind hungers for your draconic influence, and you can sense potential new sources. With one minute of focus, you can link your mind to the natural elements around you. You are innately aware of any objects, environmental features, and creatures within 500 feet of you that are strongly linked to your draconic influence's damage type—for example; fire giants and forges, ettercaps and poisoned weapons, or acid pits and mimics. You can keep your mind linked in this way for up to 10 minutes. Once you use this feature you must finish a short or long rest before you can use it again.

While your mind is linked, you can use your action to project the illusion of a dragon's eye over one object, environmental feature, or creature that you detect with it. The eye can see, hear, and speak for you as if you were in it's location.

Scarrer of Paths

At 14th level, your draconic influence now roils within you, spilling forth and rending your path. Your footsteps splash acid, rust with ice, blaze, crackle, or stain the earth.

When a creature starts its turn within 5 feet of you, you can use your reaction to scar your path. When you do, each creature of your choice within 5 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed saving throw, a creature takes 2d6 damage and its speed is halved until the end of its next turn. On a success, it takes half as much damage and its speed is not halved. The damage is of your draconic influence's type.

Path Of The Furious Wyrm Image

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