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Path of the Dragon [v1.

1] Additionally, the natural weapons you gain while raging


now count as magical for the purpose of overcoming
Barbarians tap into primal powers, and a Barbarian of this resistance and immunity to nonmagical attacks and damage.
path taps into one of the most ancient and primeval of them
all: the power of dragons. Dragonhide
Some say this path was born during the Dracorage by Starting at 10th level, the marks of your Draconic path no
mortals tapping into the primal rage as it washed across the longer entirely fade when you are not raging, and heavy
world, others say that only those with latent dragon blood scales grant you resistance to bludgeoning, piercing, and
coursing through them can walk this path. What all can agree slashing damage from nonmagical sources even when you
on is the result is a being to be feared. are not raging. Additionally, you gain resistance to your
As with most Barbarian, ones following this path tend Dragon Color's Elemental Type when not raging.
toward Chaos, as they contain potent destructive power that Tyrant of the Skies
paces at the edges of the cage, just waiting to be unleashed.
Some, particularly those rare individuals that channel By 14th level, when you enter a rage, massive dragon wings
metallic colors, may be exceptions to this tendency. sprout from your back. If you are not wearing heavy armor,
you gain a flying speed equal to your movement speed.
Path of the Dragon
Barbarian Level Feature
Metallic Dragons
3rd Dragon Form
The chromatic dragons are typically more
6th Unleashed Savagery connected to the primal powers of wrath that the
Path of the Dragon invokes, but your DM may let
10th Dragonhide
you select metallic colors as well for your
14th Tyrant of the Skies dragonform.
In such a case, the colors still map to the
Dragon Form resistances and breath weapon types as the actual
kinds of dragons do.
When you choose this path at 3rd level, when you enter a
rage, you take on aspects of a draconic being, growing savage
natural weapons as claws grow from your hands, fangs
sprout from your maw, and a vicious lashing tail grows from
your back which you can use to make unarmed strikes.
Natural Weapon Damage Properties
Claws 1d4 slashing
Tail 1d8 bludgeoning Reach
Bite 1d10 piercing

Whenever you attack with one of your natural weapons


using the Attack action on your turn, if you are not carrying
any weapon or shield, you can make a single unarmed strike
with your claws as a bonus action.
When you gain this feature, you pick a color, and gain
resistance corresponding to the element type of that

color on the following chart while raging.


Dragon Color Element Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Unleashed Savagery
Starting at 6th level, once during a rage, as an action, you can
unleash your Rage into pure energy, exhaling a blast of
elemental power. Creatures within 15 foot cone must make a
Dexterity saving throw. The DC of this saving throw is 8 +
your proficiency modifier + your strength modifier. A creature
takes 6d6 damage of the Elemental Type of your Dragon
Color on a failed save.
This increase by 2d6 at 9th level (8d6), 12th level (10d6),
15th level (12d6), and 18th level (14d6).

Kibbles' Compendium
Variant: An Actual Dragon
Change Log v1.1
For some, the Path of a Dragon might still fall short
Natural weapons made unarmed strikes. Claw changed to
of their draconic dreams. While it is a bit more out d4. Can make a single claw attack as a bonus action.
there, this subclass can be used as a reasonable fit Breath weapon moved to 6th level feature, scaling
for playing an actual young dragon (starting out as tweaked.
something more akin to a Wyrmling). Immunity removed; grants resistance.
In this case, you always have access to your
natural weapons, even if you are not raging, but
cannot wield normal weapons or armor. At your
DM's discretion, appropriate barding may by made.
While this potentially slightly stronger, it makes
little difference in the long run.

Path of the Dragon Quirks


The following are some optional quirks for a player of this
Path to choose from - these can be either preexisting,
signaling their fated path toward this Path, or appear after
the first time they've assumed dragon shape.
d6 Quirk
1 You keep your treasure in your bedroll.
You have dragon like horns that never go away after
2 your first rage.
3 You occasionally refer to mortals as morsels.
You prefer your food having been treated by your
4 element of choice.
5 Your burps can be a little bit... elemental.
6 You occasionally feel the need to practice your roaring.

Credits
Subclass created by KibblesTasty
Art: Forrest Imel (Licensed Stock Art)

Fan Content Policy


This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

Supported By
Creation is made possible by generous patrons:
Ara Enzeru
Austin Fox
Corgi B.
David Ramero
Spenser Birney
...and many more!
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creating more homebrew like this? You can join them here on
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Thank you!

Kibbles' Compendium
 
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