Path of the Dragon Shaman (5e Subclass)

From D&D Wiki
(Redirected from Dragon Shaman (Primal Path))
Jump to navigation Jump to search

Path of the Dragon Shaman[edit]

Barbarian Subclass

Some barbarians come from tribes situated in regions that make part of a dragon's domain. Is well known than the mere presence of dragons in a region has enough magical power to cause environmental changes, transforming the geography and the life in these places. Dragon shamans are barbarians who are influenced by those changes, due to the innate ability of barbarians to channel primal energies, and are able to channel this power during the rage, mimicking draconic abilities.

In their homelands, dragon shamans act as emissaries between the humanoid cultures and the dragons. Those who are born in regions occupied by good aligned dragons act as emissaries of their tribes, forging strong relationships by offering crops, protection and friendship in exchange for protection. Shamans in regions dominated by evil aligned dragons use their influence to tame the emotions of those wyrms by making offerings, sacrifices and acting as raiders and enforcers of their scaled tyrants.

Draconic Affinity

Starting at 3rd level, you gain advantage on Charisma (Persuasion) checks to interact with dragons, and on Wisdom saving throws to resist their frightening presence.

In addition, you can speak, read and write Draconic. If you already know Draconic, you can choose another language of your choice.

Draconic Ancestry

When you choose this subclass at 3rd level, choose one type of dragon. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
Draconic Attunement

Starting from when you choose this subclass at 3rd level, while raging, your weapon attacks deal additional damage equal to the number in the Rage Damage column of the Barbarian table, of the damage type associated with your chosen dragon. Additionally, you have resistance to the damage type associated with your chosen dragon, regardless of whether or not you are raging.

Dragon Breath

By 6th level, you have gained the ability to use your action to exhale destructive energy. Your chosen dragon determines the size, shape, damage type, and saving throw of your breath weapon.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.

This breath weapon deals more damage as you reach higher levels. Your breath weapon's damage increases to 4d6 when you reach 10th level, and 5d6 when you reach 14th level.

Once you use your breath weapon, you can't use it again until you complete a short or long rest.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 60 ft. line (Dex. save)
Blue Lightning 5 by 60 ft. line (Dex. save)
Brass Fire 5 by 60 ft. line (Dex. save)
Bronze Lightning 5 by 60 ft. line (Dex. save)
Copper Acid 5 by 60 ft. line (Dex. save)
Gold Fire 30 ft. cone (Dex. save)
Green Poison 30 ft. cone (Con. save)
Red Fire 30 ft. cone (Dex. save)
Silver Cold 30 ft. cone (Con. save)
White Cold 30 ft. cone (Con. save)
Draconic Affinity

Starting from 10th level, when you make an ability check using a Charisma-based skill when interacting with a dragon, or make a Wisdom (Perception or Survival) check to locate a dragon or its lair, you are considered proficient in the relevant skill if you aren't already, and you add double your proficiency bonus to the check, instead of any proficiency bonus you would normally apply.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses