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### Barbarian: Path of the Dragon Kin #### Draconic infusion At 3rd level, your body is being infused with primal, draconic power. Choose one type of dragon that bestowed it's power onto you. | Dragon Type | Dmg Type | |:---:|:-------:| | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold | #### Improved Natural Armor Starting when you choose this path at 3rd level, when you enter your rage, your body is being covered with scales of a dragon of which power you were infused with thus providing additional bonuses: From now on, if you don't wear any armor, your Armor Class equals 13 + your Constitution modifier + your Dexterity modifier. Also, you gain resistance to the Damage Type corresponding with your dragon scales. You gain Claws which count as a natural, magical weapon you are proficient with if you don't hold anything in them. Each Claw deals 1d6 + your Strength modifier of Piercing or Slashing Damage which raises to 1d8 on 10th level. If you used your Attack Action to make an attack with your claw, you can use your second claw to attack as a part of the same action. #### Embodiment of a Dragon At 6th level, your draconic presence shows itself outside of your rage as well. You gain advantage on your Intimidation checks against anyone within 30 ft radious that is aware of you. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also gain a darkvision if you didn't have it already and you can see through magical darkness. #### Draconic Enhancement You gain ability to infuse your dragon's powers into your attacks. Starting at level 10th, whenever you make a melee attack while you're in rage, your attacks do additional 1d8 points of Damage Type associated with your dragon, which raises to 2d8 at 14th level. Also depending on the type of damage, you can use your Bonus Action on hit to use corresponding effect. - **Acid,** the target must succeed on a Dexterity Saving Throw or be covered in acid. Their Armor class decrease by 2 points and take take 1d4 penalty to all attack and damage rolls. It lasts for up to one minute or until they or their allies use an action to wash or scratch the acid off. - **Cold,** the target must succeed on a Constitution Saving Throw or be frozen. Their Movement Speed is halved and they loose their Flying speed completely if they have it. This effect lasts for up to one minute and target can repeat their save at the end of their turn. - **Fire,** the target must succeed on a Dexterity Saving Throw or be burned for up to one minute or untill they or their ally use an action to put the fire down. At the end of each turn, they take additional 2d6 Fire Damage. - **Lightning,** the target must succeed on a Constitution Saving Throw or have electric jolt pass through them. They are unable to use their reaction and can only use one from their Action, Bonus Action or Movement action. This effect lasts for up to one minute and target can repeat their save at the end of their turn. - **Poison,** the target must succeed on a Constitution Saving Throw or be poisoned. Target poisoned that way takes additional 1d6 poison damage at the end of their turn after which they can repeat the saving throw. DC To each effect is equal to 8 + your Proficiency Bonus + your Constitution modifier and you can use them number of times equal to your Constitution modifier. You regain all uses of this effect on Short or Long Rest. The effects won't work on enemies immune to damage type of your Draconic Infusion. #### Merciless hunt Starting at 14th level, your rage gives you abilities to hunt even fast and hidden pray. When you enter your rage, now you also grow a pair of wings and gain flying speed equal to twice your Movement Speed. While being in rage, you also gain Truesight in 30 ft radius.