Badlands:
A fallow and vast wasteland of forgotten dreams and broken spirits. The Badlands, aptly named, is home to the exiled, desperate or destitute. However, even in this hopeless and terrible place, there is a light of life. Badlanders are extremely few in number and even less in number are those who leave their broken home. All Badlanders receive the following benefits as well as list of sub-types.
Badlanders are haught and resilent. You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
Woeful Warrior:
Sadness can overpower and cripple. Hence why it makes such a potent weapon. Those that dedicate themselves to this vicious art, are feared not for their blade, but for what they leave behind. Misery in an already unhappy world.
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).
Nature's Blessing: +3 hp
Attribute Cap Increase - +2 Con and Wisdom; This boosts the maximum of the ability, but not the score itself
Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
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 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance: You have resistance to the damage type associated with your draconic ancestry. (Lightning)
Rage:
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense:
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense:
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack:
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Dragon Soul:
Prerequisite: Dragonborn
You have harnessed the ability to become even more in touch with the Dragonstorm, able to detect and reach out to those akin to you in soul and body. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
As an action, you can open your awareness to detect other creatures of the Dragonstorm. Until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity (e.g. Kriseth the green dragonborn). You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest.
Soul Breath. You gain the ability to harness a part of your soul and the Dragonstorm in your breath weapon. Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage.
Your Breath Weapon DC is increased by 3.
Class/Racial Features & Traits