Barbarian

Path of the Dragonbound

The dragon’s fury is not learned—it is remembered. And sometimes, the memory burns.
— A scarred Dragonbound, after a particularly volatile rage

In Novendragos, where draconic influence is undeniable and primordial power pulses beneath the surface, some barbarians find their primal rage intertwined with ancient draconic essence. Whether through a forgotten bloodline tainted by the Dragonfall Crisis, profound exposure to raw, unstable dragocite, or a desperate pact forged in the crucible of battle, these warriors awaken a terrifying connection to dragonkind. The Path of the Dragonbound channels this volatile bond into elemental fury and scaled resilience, but wielding such power comes at a steep, often personal, cost.

Dragonbound barbarians are rare, often feared, and sometimes hunted. Their very existence is a living testament to the dangers of the Dragonfall Crisis and the untamed power of the world. In Kendron, the Drakemetal Vanguard might seek to recruit them, or regulate their dangerous abilities. The Chiryu Sovereignty views them with suspicion, seeing their uncontrolled elemental rages as a threat to their ordered society. Some Dragon Overlords might see them as valuable tools, others as dangerous aberrations.

Path of the Dragonbound Features

Barbarian LevelFeature
3rdDraconic Origin, Elemental Fury
6thScaled Resilience, Volatile Roar
10thSky-Rage Manifestation
14thDragonheart Ascendant

Draconic Origin (3rd Level)

When you choose this path, your primal bond to dragonkind manifests. Choose one of the following origins. This choice cannot be changed.

  • Ancestral Bloodline: You gain proficiency in the History skill. When you make a Wisdom (Insight) check to discern the true intentions of a dragon, you have advantage on the roll.
  • Dragocite Exposure: You gain proficiency in the Arcana skill. When you take damage from Dragocite Instability, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus.
  • Ancient Pact: You gain proficiency in the Intimidation skill. Once per long rest, when you fail a Charisma (Intimidation) check against a dragon, you can reroll the check and must use the new roll.

Additionally, choose a dragon type and an associated element from the table below. This choice reflects the dominant draconic essence that fuels your power, and subtle physical signs of your bond may begin to manifest, such as faint scales appearing on your skin, an odd shimmer in your eyes mirroring your chosen element, or a faint static crackle in the air around you when you grow agitated.

Dragon TypeElement
Gold, RedFire
Silver, WhiteCold
Bronze, BlueLightning
Copper, GreenAcid
Brass, BlackPoison
Amethyst, TopazForce or Thunder
Crystal, MoonstoneRadiant
Obsidian, ShadowNecrotic

Elemental Fury (3rd Level)

While raging, you gain resistance to your chosen element. Additionally, once per turn when you hit with a melee weapon attack, you can choose to deal extra damage equal to your Rage Damage bonus of your chosen element. If you do, you must roll a d4. On a 1, you suffer 1d4 force damage as the elemental energy briefly backfires.

Scaled Resilience (6th Level)

Your body begins to reflect your draconic bond, granting you enhanced durability. While not wearing armor, your AC equals 13 + your Constitution modifier.

Volatile Roar (6th Level)

As a bonus action while raging, you can unleash a roar infused with your elemental power. Each creature of your choice within 10 feet must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take damage equal to your Barbarian level of your chosen element AND be pushed 10 feet away from you. This push effect does not provoke opportunity attacks. After using this feature, you must roll on the Dragocite Instability Table (d6) (see Dragocite Subsystem, page XX) and suffer the result, with the effect centered on yourself.

You can use this feature a number of times equal to your proficiency bonus per long rest. This roar is a raw, untamed burst of power, often leaving scorched earth or a chilling mist in its wake.

Sky-Rage Manifestation (10th Level)

When you enter a rage, spectral draconic wings manifest from your back, granting you a flying speed equal to your walking speed. These wings last for the duration of your rage. If you end your turn in the air and nothing else is holding you aloft, you gently descend 60 feet per round until you land.

Additionally, once per rage, as a bonus action, you can choose to make a single melee weapon attack against a creature within your reach immediately after you move at least 10 feet while flying.

Dragonheart Ascendant (14th Level)

Your bond with draconic power reaches its apex, allowing you to channel immense elemental force, though not without consequence.

  • Elemental Immunity (Raging): While raging, you are immune to your chosen elemental damage type. When your rage ends, you gain 1 level of exhaustion.
  • Draconic Devastation: Once per long rest, as an action while raging, you can exhale a 30-foot cone (or 60-foot line, your choice) of your element. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking 8d6 damage on a failed save, or half as much damage on a successful one. After using this feature, you must roll on the Dragocite Instability Table (d6) (see Dragocite Subsystem, page XX) and suffer the result, with the effect centered on yourself. This is a truly devastating display of raw power, leaving a significant elemental imprint on the environment.


Design Notes

This subclass is deeply rooted in Novendragos lore, emphasizing the inherent risk and consequence of wielding raw primordial power. It’s ideal for players who want to feel like a mythic warrior struggling with a dangerous gift, capable of unleashing devastating elemental force but always facing the potential for blowback. It synergizes well with dragocite-infused weapons, and its features reflect the Dragonfall Crisis and the untamed elemental nature of the world.


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