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 bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
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 number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmed defence:
-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.
Reckless attack:
-Reckless Attack
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
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.
Divine Fury:
-Divine Fury:
While you’re raging, the first creature you hit on each of your turns with a weapon attack takes 1d6 + 7 necrotic or radiant damage.
Warrior of the gods:
-At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Extra attack
Fast Movement
Fanatical Focus:
-Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Feral Instinct:
-By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Brutal Critical:
-At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Zealous Presence:
-At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Relentless Rage:
-Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Rage Beyond Death:
-Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
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Prestige class: Dragon Knight (Silver = cold)
Level 4:
Draconic Resilience: You gain Damage Reduction equal to your proficiency for the element associated with your Dragon’s damage type.
Draconic Blessing: Your martial attacks and your spell damage both gain an additional 1d4 of damage of your associated dragon damage type. For spells to gain this, they must originally deal the same damage as your dragon damage type. This damage increases to 2d4 at level 8 for your martial attacks and spell damage, and then to 3d4 at level 12. This effect can only occur once per round.
Draconic Armaments: You gain proficiency in heavy armor.
Level 8:
Hardened Scales: While wearing heavy armor, you gain 3 Damage Reduction to non magical physical damage. This applies to your dragon’s damage type as well. For example, at level 8 you would have 6 DR against your dragon’s damage type, and 3 DR against non magical bludgeoning piercing and slashing.
Dragon's Reckoning: When you take damage that is the same as your Dragon Damage Type, you may deal additional damage equal to half of the damage received when you next deal damage of your Dragon Damage Type., This bonus damage bypasses resistance. You can use this a number of times equal to your class level in Dragon Knight, to a maximum of 3. This effect can be used 3 times and recharges on a short or long rest.
Level 12:
Dragon's Heart: When you deal your dragon damage type, you can choose to gain temporary hit points equal to the damage dealt as a bonus action. This applies to one source of damage on a single target. You can use this once per Long Rest.
Dragon's Domain: As a bonus action, your melee attacks gain the reach property. If they already have this property, they gain an additional 5 feet of range and the Cleaving property, as explained in the Improved Armory rules in World Anvil. Additionally, all AoE Spells cast this turn have an increased radius of 5 ft and their damage increased by 2d6 of your dragon's damage type. This lasts for 1 round and can be used up to 3 times per long rest.
Prestige 1:
Phantasmal wings: As an action, you sprout magical wings, the color reflecting your dragon’s element. You gain a fly speed of 10 feet per prestige you have, or if you already have a fly speed, your fly speed is increased by 10 feet per prestige you have. This effect lasts for 1 minute.
Prestige 2:
Ethereal Tail: You can make a tail attack as a bonus action using an ethereal tail. You are considered proficient with this attack, and it uses strength. This attack deals 1d12+Prestige damage of your dragon’s element, has a 15 ft range, and benefits from your Draconic Blessing. This can be used once per short rest.
Prestige 3:
Dragon’s Bite: When you make an attack of opportunity, you manifest the Maw of an ancient dragon. This attack deals 4d4 + your prestige level of your Dragon Damage Type and benefits from the spell aspect of your Draconic Blessing. You are considered proficient with this attack, and it uses strength. This can be used once per short rest.
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Racial: Lizardfolk
Bite: 1d6+str unarmed attack
Cunning Artisan: Bone weapons, leather armor,
Hold breath: hold breath up to 15 minutes
Hunter's lore: Survival, perception
Natural Armor: 13+dex ac
Hungry Jaws: bonus action attack for con based temp hp
Features & Traits