Path of the Chromatic Dragon v10

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Path of the Chromatic Dragon (Primal Path)

Barbarians are well known for tapping into primal powers, but only a few can tap into one of the most ancient and primeval of them all: The power of dragons.

Most notably, the type of dragon that causes such unyielding rage is that of the chromatic variant. Not all those with chromatic blood in their veins are tended towards such violent and destructive outbursts, but all those that follow this path do indeed share that ancestry: Their chromatic heritage simply manifests itself far stronger than it does for others.

While chromatic dragons are not as renowned for walking among the mortal masses as their metallic cousins are, there have been those that started bloodlines that stretch back millennia. No matter how diluted this bloodline becomes, it can always manifest itself in any of its descendants. And when properly harnessed can become a force of reckoning.

Due to their more volatile chromatic blood, those following this path tend toward Chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. This however is not the norm, as there are those that have learned to control their impulses.

The zekyl, an elven subrace that was created through unions between drow and shadow dragons, are all able to tap into this primal path due to the chaotic influences of the shadowfell. Their normal calm and calculated demeanor hides the violent dragon that lurks beneath, wating to strike.

Draconic Form

When you choose this path at 3rd level, then whenever you enter a rage you can choose to give in to your draconic fury, and manifest aspects of a draconic being; growing savage natural weapons as claws grow from your hands, fangs sprout from your maw, and you gain a vicious lashing tail.

If you do, you must stow or doff any weapons or shield you are wielding, as your dragon pride compels you to do so. As part of the bonus action you use to enter your rage, you can immediately stow or doff any weapons or shield you are wielding. You cannot wield any weapons or shield until you stop raging, but you will gain all the benefits listed below in this feature while raging:

You gain the following natural weapons, and you add your strength modifier to the damage you deal with them. You can only use one at a time as part of the Attack action.

Natural Weapon Damage Properties
Claws 1d6 slashing
Tail 1d12 bludgeoning Reach
Bite 1d10 piercing

Whenever you reduce a creature to 0 hit points, or a creature within 5 feet of you is reduced to 0 hit points, you gain a number of fury points equal to half the creature's challenge rating or level (rounded down, and minimum of 1). You can gain a maximum amount of fury points equal to your proficiency bonus, and you lose any remaining fury points when you stop raging. These fury points enhance your natural weapons in the following ways:

Bite. When you damage a creature with your bite, you can use your bonus action to regain a number of hit points equal to your Constitution modifier (minimum of 1). This number increases by 1 for each fury point you possess.

Claws. When you take the Attack action on your turn and make an attack with your claws, provided both your hands are free, you can make one additional attack using your claws as part of the same action. If you possess at least 2 fury points, then attack rolls you make with your claws will score a critical hit on a roll of 19 or 20.

Tail. Your tail always counts as an equipped weapon, and can be used to make opportunity attacks. If you possess at least 2 fury points, then those hit by your tail immediately have their speed halved until the start of your next turn.

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

When you gain this feature, you pick a Dragon Color. The damage type associated with each Dragon Color is used by features of this path. Additionally, you can now speak, read and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Ascension

At 6th level, your Draconic Form grants you additional draconic aspects. Provided you gave in to your draconic fury, you gain the following benefits while raging:

Wings. You gain massive dragon wings which last until your rage ends. These wings grant you and friendly creatures within 5 feet of you half cover.

Your wings allow you to slow your descent, but they aren't strong enough to grant you flight yet. When falling you can use your reaction to slow your descent, as if under the effects of a feather fall spell. However you can move one foot horizontally for each foot that you fall. While aloft, you count as taking damage for the purpose of maintaining your rage. Your clothes and armor magically change to accommodate these new wings. By 14th level, your Draconic Form's wings are now strong enough to grant you flight. If you are not wearing heavy armor, you gain a flying speed equal to your walking speed.

Resistance. Your Draconic Form grants you resistance corresponding to the damage type of your chosen color on the Dragon Color table while raging. If you already have resistance to that type from another source, then you can instead reduce damage of that type by an amount equal to your Constitution modifier (minimum of 1) after halving the damage.

In addition, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unleashed Fury

Starting at 10th level, the marks of your draconic heritage no longer entirely fade when you are not raging. You gain scales which permanently grant you your Draconic Form's resistance, and all damage you deal now ignores resistance against your Dragon Color's damage type.

Additionally, provided you gave in to your draconic fury, you can spend an action to unleash your rage into pure energy, exhaling a blast of elemental power. As part of this exhalation you expend a number of fury points. Creatures within a 30-foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your proficiency modifier + your Constitution modifier. A creature takes 2d6 damage for each fury point you expended on a failed save, and half as much damage on a successful one. The damage type is the same as the damage type of your chosen Dragon Color. Similar to the racial breath weapons of half dragons and dragonborn, using this feature counts as attacking a hostile creature for the purpose of maintaining your rage.

Draconic Savagery

Starting at 14th level, you rip and tear your opponents apart, violently and without mercy. At the end of your turn, you can use your reaction and attempt to land a finishing blow against a creature or object within 5 feet of you, provided you have damaged it that turn. Roll a d6 and add your barbarian level to this value. If this total value is equal to or higher than the target's current hit points, then you immediately reduce the target to 0 hit points.

Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years.

 

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