Subclass: Powderkeg
Through prolonged exposure or sudden awakening, you show a natural affinity for Drakefire powder, a red, mysterious, explosive substance manufactured deep in the Republic of Iron. This affinity is not necessarily healthy... but it sure is fun.
Drakefire weapons are a class of their own.... no sane person would consider using them: they’re volatile, short ranged, scrappy things. Their users, however, seem to have a unique relationship to drakefire powder... rendering their volatile drawbacks into something of a boon.
Drakefire weapons have the "ammunition" property, you may fire them a number of times equal to their ammunition property before you must spend an attack or an action to reload them.
Drakefire Ordinance
| Weapon | Range | Damage Die | Ammunition | Properties |
|---|---|---|---|---|
| Gullet | 10/15 | 1d10 Bludgeoning | 1 | Simple, Two Handed |
| Maw | 5/10 | 2d8 Bludgeoning | 1 | Martial,Two Handed, Heavy |
| Gnasher | 10/15 | 1d10 Piercing | 2 | Martial, Two Handed |
| Drake Grenade | 30/60 | 2d6 piercing | Consumed on use | 10 ft radius, DC 12 Dex save for half damage |
Explosive Affinity
Upon choosing this path at level 3, you gain proficiency with Drakefire weapons, grenades, and tinkerers tools You gain resistance to fire damage while raging. Your body seems to sweat Drakefire powder, especially under stress. As such, you may regain 1d10 drakefire powder per short or long rest, and can use tinkerers tools to craft your own ammunition during a long rest, given you have suitable components.
When you attack using a Drakefire weapon while adjacent to your target, it is treated as a melee weapon.
Level 3: Blood and Iron
If you take fire damage in a round of combat, gain 1 AC until the end of your next turn. This effect can stack up to 2 AC.
Drakebreath
Your gun flashes with primal energy, engulfing your foes. When you attack recklessly or exceed your targets AC by five, you deal 1d12+con fire damage in a 15 foot cone originating from your square, you are included in this damage. Constitution save (DC 8+Proficiency Bonus+con) for half damage. Damage increases by 1d12 at levels 6, 10, and 14.
A Ticking Time Bomb...
You are a walking OSHA nightmare. When you attack recklessly with a drakefire weapon or take fire damage, roll a d20 at the end of your turn. On a 1, the latent Drakepowder coating your body ignites, and begins to sizzle. The sizzle DC increases by two every round that you attack recklessly OR take fire damage.
After one round of sizzling, the powder on your body explodes at the end of your turn, dealing 4d6+Con fire damage in a fifteen foot radius centered on yourself. Constitution save (DC 8+proficiency +constitution) for half damage. Damage increases by 1d6 for each barbarian level you take. Sizzle DC resets if you spend 2 minutes outside of combat making sure you don't have any stray sparks anywhere.
In addition, Enemies within 20 feet of you when you begin sizzling must make a DC(8+proficiencty+Con) wisdom saving through, or become frightened (because you're about to explode...).
Level 6: Forged in the Fire
Savage Immolation:
In a moment of raw clarity, you envelope your enemy in a manifestation of your rage. If you exceed your target’s AC by 10, or by 7 when attacking recklessly, your target alights in a column of blue flame and takes 3d12+con fire damage. Save DC(8+constitution+proficiency) for half damage.
On applying savage immolation, you may choose to grapple as a bonus action; as long as the grapple is maintained, you share in the damage, and your Drakefire weapon loses its ammunition and two handed property. Damage is reapplied at the start of your turn. This effect ends when the grapple is broken or the target dies. Damage increases by 1d12 at level 10 and level 14. You may only apply savage immolation to one target at a time. However, you may use Drakebreath under the effect of savage immolation.
While you are sizzling, you may ignore the AC requirement for savage immolation if you attack recklessly.
Utilitarian:
Your lifestyle has lead you to adopt certain amount of pragmatism: when you use your Drakefire weapon as an improvised weapon (1d4+strength bludgeoning damage), you may reload as a bonus action.
Level 10: Walking Furnace
Your allies benefit from the heat of your rage: while raging, allies in a 15foot radius have advantage on constitution saving throws.
Phoenix:
If you are reduced to zero hitpoints by fire damage, you are instead reduced to 1 hitpoint,and take half the remaining fire damage as temporary hit points. After this effect is used, you lose two temporary hitpoints each turn you don't take fire damage. For the first round after phoenix takes effect, your weapon loses its ammunition property, and acts as a +1/1 magical weapon.
You gain a point of exhaustion for each subsequent use. You regain your one free use after a long rest.
level 14: The Singing Flames
Firesong
Fire calls to you: the closer you are to death, the more powerful its song becomes.
While raging, each creature that fails its save to your “Drakebreath” attack grants you five temporary hit points: if you are reduced to zero hitpoints by your own fire damage, these temporary hitpoints are applied after Phoenix takes effect. While your temporary hitpoints are greater than your current hit points, you gain 10 ft of move speed, 1 AC, and you may choose for Drakebreath and Savage Immolation to deal an additional 2d12 fire damage.
Hunter's Blunderbuss, Bloodborne, @Sony Computer Entertainment
This Subclass designed by MoBatta, style template from "Firearms of the Realms" by Yonael