Path of the Primal Dragon (5e Subclass)

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Path of the Primal Dragon[edit]

Inspired by the indomitable ferocity of dragonkind, wildling tribes of Primal Dragon barbarians fight with the elements, weaving draconic magics and breath weapons into their attacks to control the battlefield. Each Primal Dragon barbarian, depending on their alignment, can choose any one of the true dragon races to best protect them in combat, while also calling on their totem's ancient skill and knowledge to guide them outside of the fray. All barbarian tribes with a strong Primal Dragon barbarian presence will address dragons as they would a visiting chief, with reverence and respect. These tribes often delve so deep into their tribal path that dragon like features, such as scales and draconic teeth, begin to appear on even the least draconic individuals.

Spellcasting[edit]

By adopting this path, you have committed to integrating the arcane sorceries of dragons into your fighting style. Whether it is through ancient barbaric rituals or a latent magical connection you possess, you have learnt to tap into an innate, inner font of draconic magic, if only marginally. All barbarian spells are considered to be cast from your mouth and do not need somatic or material components or a focus. All of your barbarian spells can be cast while raging. When casting a spell while raging, you can add your rage damage bonus to the roll of one of the spell's damage die if that damage die would deal your totem dragon's damage type. Additionally, also while raging, if you cast a spell in an attempt to do your totem dragon's damage type to a hostile creature, even if it is unsuccessful in doing so, your rage will not end at the end of your turn because you have not made an attack.

Cantrips

At 3rd level, your draconic attunement grants you a single cantrip. This cantrip is chosen for you based on your chosen totem dragon and will be the only cantrip you gain from this class.

Spell Slots

Spell slots are not intrinsic to your class, though you can gain them based on the totem dragon you choose, and the bonuses you recieve from your enhanced draconic adaptation. Upon gaining spell slots, you can cast a barbarian spell of 1st level or higher by expending a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You do not know any spells unless a feature states otherwise. You can not learn spells that require materials with a gold value, or that are consumed upon casting. You also can not learn spells with a casting time other than 1 action, 1 bonus action, or 1 reaction.

Spellcasting Ability

Charisma is your spellcasting ability for your barbarian spells. The power of your spells, like those of draconic spells, comes from your ability to impose your will upon the world around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the saving throw DC for a barbarian spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Draconic Attunement[edit]

At 3rd level, when you adopt this path, you choose a totem dragon to attune yourself to. Your totem dragon must be of a similar alignment to you. Therefore, barbarians with virtuous alignments can not attune themselves to chromatic totem dragons, barbarians with wicked alignments can not attune themselves to metallic totem dragons, and barbarians with extreme alignments can not attune themselves to gem totem dragons.

Alignment Types
Catagory Alignments
Virtuous Lawful good, neutral good, chaotic good, lawful neutral
Wicked Chaotic neutral, lawful evil, neutral evil, chaotic evil
Extreme Lawful good, chaotic good, lawful evil, chaotic evil

You do not need to change your totem dragon and suffer no ill effects if your alignment changes after you have chosen your totem dragon. The damage type associated with each dragon is used by features you gain later.

Totem Dragons
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
Amethyst Poison
Crystal Cold
Emerald Thunder
Sapphire Lightning
Topaz Cold

Draconic Adaptation[edit]

Once your attunement is chosen, your physical bond with your totem dragon begins to manifest, altering your appearance towards that of your totem dragon while granting you a range of magical abilities. Starting 3rd level, you can speak, read, and write in draconic, become resistant to your totem dragon's damage type while raging, and deal bonus damage of that same type on a successful armed melee attack while raging. This bonus damage is equal to, though separate from, your rage damage bonus.

Additionally, you gain your totem dragon's primary draconic ability, granting you a cantrip and a movement feature.

Draconic Breath[edit]

Starting 6th level, once per short or long rest, while raging, you can use your action to exhale a breath weapon. The exhalation's damage type is identical to your totem dragon's damage type if your totem dragon is chromatic or metallic, and is slashing if your totem dragon is gem. The exhalation's shape and saving throw are determined by your totem dragon. The saving throw's DC is equal to your barbarian breath save DC. A creature takes 4d8 damage on a failed save, and half as much damage on a successful one. This damage increases to 6d8 at 9th level, and 8d8 at 16th level. If you use this feature, your rage will not end at the end of your turn because you have not made an attack.

Additionally, you gain your totem dragon's unique draconic ability, granting you an additional breath weapon and/or spells based on your totem dragon's type.

Totem Dragons
Dragon Shape Saving Throw
Black 5 by 30 ft. line Dexterity
Blue 5 by 30 ft. line Dexterity
Green 15 ft. cone Constitution
Red 15 ft. cone Dexterity
White 15 ft. cone Constitution
Brass 5 by 30 ft. line Dexterity
Bronze 5 by 30 ft. line Dexterity
Copper 5 by 30 ft. line Dexterity
Gold 15 ft. cone Dexterity
Silver 15 ft. cone Constitution
Amethyst 30 ft. range, 10 ft. radius Dexterity
Crystal 15 ft. cone Dexterity
Emerald 15 ft. cone Dexterity
Sapphire 5 by 30 ft. line Dexterity
Topaz 5 by 30 ft. line Dexterity
Breath Weapon Ability

Unlike your spells, Constitution is your breath weapon ability for your barbarian breath weapons. The power of your breath weapons comes directly from your body and the rituals you have performed upon it, enhancing the connection you possess with your draconic totem. As such, when a creature makes a saving throw against your barbarian breath save DC, for whatever reason, they are considered to be making a saving throw against a dragon of your totem dragon's type, not against your race. You use your Constitution when setting the saving throw DC for a barbarian breath weapon you cast.

breath Save DC = 8 + your proficiency bonus + your Constitution modifier

Draconic Presence[edit]

Starting 10th level, you are able to tap into the frightening presence of dragons. As a bonus action, each creature of your choice that is within 60 feet of you and is aware of you must succeed Wisdom saving throw against your barbarian spell save DC or become charmed if you are not raging, or frightened if you are raging. This saving throw is considered to be made against a dragon of your totem dragon's type, not against your race. This effect lasts for 1 minute or until the creature can no longer see you. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to your draconic presence for the next 24 hours. If you use this feature, your rage will not end at the end of your turn because you have not made an attack. When the effect of your draconic presence ends, affected creatures do not know that they were charmed by you.

Additionally, you gain your totem dragon's shared draconic ability.

Enhanced Draconic Adaptation[edit]

Starting 14th level, your adaptation shifts towards the dragon race as a whole, allowing you to choose two other totem dragons and gain their shared draconic abilities, regardless of your alignment or their type.

Draconic Abilities[edit]

Your draconic abilities are features specific to each totem dragon that are gained as you level up. All breath weapons granted by this feature can be used as an action, but only once per short or long rest and only while raging. If you use any draconic ability as an action, your rage will not end at the end of your turn because you have not made an attack.

Totem Dragons
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Dragon Primary Feature Secondary Feature Shared Feature
Black You learn the primal savagery cantrip and your swimming speed becomes 30 feet. You gain two 2nd level spell slots and can add any 2 spells of 3rd level or lower from the sorcerer spell list that you can learn to your known barbarians spells. Frightful Visage. When a creature makes a saving throw against being frightened by you, you can increase that saving throw's DC by your rage damage bonus. You also become resistant to poison and acid damage while raging.
Blue You learn the shocking grasp cantrip and you gain a burrowing speed of 20 feet. You gain two 2nd level spell slots and can add any 2 spells of 3rd level or lower from the sorcerer spell list that you can learn to your known barbarians spells. Draconian Legend. You can use your reaction immediately after the end of another creature's turn in combat to make an unarmed strike. Also, once per round, you can use one barbarian feature that you have not used since the start of the round that requires you to expend a reaction immediately after the end of another creature's turn in combat without expending a reaction. The feature you select can not be used as a reaction for the rest of this round.
Green You learn the poison spray cantrip and your swimming speed becomes 30 feet. You gain two 1st level, and one 2nd level spell slots and can add any 2 spells of 3rd level or lower from the sorcerer spell list that you can learn to your known barbarians spells. Improved Constitution. Your hit point maximum increases by 1 for each barbarian level you possess and, while raging, you become immune to the poisoned condition and resistant to poison damage. If you are already resistant to poison damage while raging, you become immune to poison damage while raging instead.
Red You learn the firebolt cantrip and your climbing speed becomes 30 feet. You gain one 1st level, and one 3rd level spell slots and can add any 2 spells of 3rd level or lower from the sorcerer spell list that you can learn to your known barbarians spells. Chromatic Fang. While raging, if your first armed melee attack since the start of this round is successful, you can deal an additional 3d6 damage of your totem dragon's damage type to the target. This damage increases to 4d6 at 16th level.
White You learn the frostbite cantrip and, while moving through icy or snowy terrain and water courses, you can walk at your walking speed, double your burrowing, swimming, and climbing speeds, and automatically succeed skill checks related to movement. You gain two 1st level, and one 2nd level spell slots and can add any 2 spells of 3rd level or lower from the sorcerer spell list that you can learn to your known barbarians spells. Breath Mastery. While in combat, you can use a bonus action to roll a d6. On a 5 or 6, all breath weapons granted by the Path of the Primal Dragon are refreshed as if you have finished a short rest, but you can not use this feature again until you finish a long rest. After 1 minute, all breath weapons refreshed by this feature are once again considered to be used, regardless of if you have used them.
Brass You learn the create bonfire cantrip and you gain a burrowing speed of 20 feet. You gain the sleep breath weapon: You exhale sleep gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your barbarian breath save DC or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Talied Shape. You can choose to magically polymorph a tail from your back at the start of a rage, enhancing your manoeuvrability and granting you an unarmed strike weapon. While your tail is manifested, if you have a climbing, burrowing, or swimming speed, you can increase each speed by 10 feet respectively and, if you are capable of winged flight, you can double your winged flying speed. Also while your tail is manifested, it is considered a reach weapon with which you can make an unarmed strike, rolling a d8 in place of the normal damage of your unarmed strike when you do so. You can not manifest your tail while wearing armor unless the armor is made to accommodate it, and clothing not made to accommodate your tail might be destroyed when you manifest it.
Bronze You learn the shocking grasp cantrip and your swimming speed becomes 30 feet. You gain the repulsion breath weapon: You exhale repulsion energy in a 20-foot cone. Each creature in that area must succeed on a Strength saving throw against your barbarian breath save DC. On a failed save, the creature is pushed 50 feet away from you. Metallic Skirmisher. Once per rage and while raging, when you make an attack action during your turn, as part of that attack action, you can choose to use your draconic presence before making your first attack and make an unarmed strike after making your last attack. When you use draconic presence in this way, the effect no longer ends when an affected creature loses sight of you.
Copper You learn the acid splash cantrip and your climbing speed becomes 30 feet. You gain the slowing breath weapon: You exhale gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your barbarian breath save DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Wyrmsight. While raging, you gain magical blindsight up to 30 feet, magical darkvision up to 60 feet, and you can use your reaction immediately after the end of another creature's turn in combat to roll a Wisdom (Perception) check.
Gold You learn the firebolt cantrip and your swimming speed becomes 30 feet. You gain the weakening breath weapon: You exhale gas in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw against your barbarian breath save DC or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 mintue. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Winged Shape. You can choose to magically polymorph a pair of wings from your back at the start of a rage, granting you winged flying speed of 30 feet. You can not 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. Also, if you have wings and a winged flying speed, once per long rest, immediately after the end of another creature's turn in combat, and as a reaction, each creature within 5 feet of you must succeed on a Dexterity saving throw against your barbarian breath save DC or take 1d6 + your Strength modifier + your rage damage bonus bludgeoning damage and be knocked prone. You can then move up to half your winged flying speed.
Silver You learn the ray of frost cantrip and you can choose to slow your falling speed to 60 feet, taking no falling damage when doing so. You must be conscious and unencumbered to use this feature. You gain the paralyzing breath weapon: You exhale paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your barbarian breath save DC or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Metarcana. While raging, when you cast a spell that is incapable of targeting more than one creature and doesn't have a range of self, you can use a bonus action to target a second creature in range with the same spell. While raging, when you cast a cantrip that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You can not make a weapon attack or cast any other spells or cantrips on the same turn you use this feature.
Amethyst You learn the poison spray cantrip and you gain a burrowing speed of 20 feet. You can cast detect thoughts as a ritual, charm person once per long rest, and gain the kinetic breath weapon: you exhale a beam of glimmering energy in a 30-foot line that is 5 feet wide. The first object or creature of large size or smaller in that line must succeed on a Constitution saving throw against your barbarian breath save DC or become restrained until the start of its next turn. You can telekinetically hurl any creature or object restrained in this way up to 60 feet in any direction. When you do so, the target must make a Strength saving throw against your barbarian spell save DC. The target travels the full distance on a failure, and can stop after travelling 20 feet on a success. The target takes 1d6 bludgeoning damage per 10 feet travelled due to this effect. Gem Scales. While raging, you are resistant to force damage, gain a +1 bonus to your unarmoured Armour Class, an additional +1 bonus if your Constitution modifier + your Dexterity modifier is +8 or lower, and a final +1 bonus if your Constitution modifier + your Dexterity modifier is +5 or lower.
Crystal You learn the frostbite cantrip and your swimming speed becomes 30 feet. You can cast detect thoughts as a ritual, charm person once per long rest, and gain the blinding breath weapon: You exhale a beam of blinding light in a 30-foot line that is 5 feet wide. Each creature in that line must make a Constitution saving throw against your barbarian breath save DC. A creature takes 4d6 radiant damage on a failed save, and takes half as much damage on a successful save. Additionally, each creature who failed the first saving throw must succeed on a Wisdom saving throw against your barbarian spell save DC or become blinded for 1d4 - 2 rounds, minimum 1 round. Legendary Fortitude. Once per rage, if you fail a Constitution saving throw or a saving throw against being charmed or frieghtened, you can choose to succeed instead. You can not use this feature more than 3 times in the span of 24 hours.
Emerald You learn the thunderclap cantrip and your climbing speed becomes 30 feet. You can cast detect thoughts as a ritual, charm person once per long rest, and gain the deafening breath weapon: You exhale an earsplitting cry, affecting creatures in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your barbarian breath save DC. A creature takes 4d6 thunder damage on a failed save, and takes half as much damage on a successful save. Additionally, each creature who failed the first saving throw must succeed on a Wisdom saving throw against your barbarian spell save DC or be deafened for 1d4 rounds. Dualclaw. You can use two-weapon fighting with any two one-handed weapons and can use two-handed weapons as one-handed by taking disadvantage on attack rolls.
Sapphire You learn the shocking grasp cantrip and you gain a burrowing speed of 20 feet. You can cast detect thoughts as a ritual, charm monster once per long rest, and gain the frightening breath weapon: You exhale a bone-rattling sonic pulse, affecting creatures in a 15-foot cone. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, and takes half as much damage on a successful save. Additionally, each creature who failed the first saving throw must succeed on a Wisdom saving throw against your barbarian spell save DC or become frightened for 1d4 - 1 rounds, minimum 1 round. Future Sight. While raging, you can use your bonus action to gain advantage on all saving throws until the start of your next turn.
Topaz You learn the ray of frost cantrip and your swimming speed becomes 30 feet. You can cast detect thoughts as a ritual, charm monster once per long rest, and gain the dehydrating breath weapon: You exhale desiccating heat in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw against your barbarian breath save DC. A creature takes 2d12 necrotic damage on a failed save, and takes half as much damage on a successful save. Additionally, each creature who failed the first saving throw must succeed on a Constitution saving throw against your barbarian spell save DC or gain one level of exhaustion. Raging Leviathan. Your swimming speed becomes 70 feet or, if you already have a swimming speed, you can choose to triple your swimming speed instead. You can breath both air and water. You do not become waterlogged, can dry yourself of water at will, and protect your items from becoming soggy or damp. If you are in a rage while swimming, you can attack, cast spells, and use other abilities as normal.