Path of the Claw

The path of the claw is a rare and specially passed down dragonborn fighting technique of the land of Tyr. Those who successfully learn the lessons of this path learn to control and unleash their emotions in controlled bursts that set the very land alight with ragefire. Leaving those in it's wake burning, bleeding and broken. Sadly it can do the same to the wielder if misused making it rarer and rarer every year.

Blade dance

When you choose this path at 3rd level you learn the blade dance. While wielding a one handed weapon in each hand and raging your attack actions are always made with both weapons. This includes triggering effects on weapons by hitting a target and attacks made using your bonus action.

For example if your using a handaxe in each hand, one is enchanted to deal 1 fire and the other one deals 1 cold, you would deal 2d6 + strength + rage damage & 1 fire & 1 cold.

Onslaught

At level 6 you can carry 8 one handed Axes or Swords with the light property in reserve that you can draw or swap instantly as a free action and do not count toward your carrying weight. Readying a new set of weapons requires 1 minute.

Additionally you learn the onslaught stance. As a bonus action before you make any attacks and while raging you can enter the onslaught stance. Your attacks will leave whatever Swords or Axes you struck the target with embedded in the them and then you instantly draw new ones from your reserve for the next attack. You can have a maximum of 6 weapons in a single creature. After completing your turn your rage ends automatically.

For each weapon you leave embedded in a target they bleed for 1d4 slashing damage plus your strength mod at the start of your turns. For example if you had 5 strength mod and have 4 weapons in a target they would take (4d4) + 5 each turn.

Removing the weapons requires an action and they must succeed on a strength save against your ability DC to remove a maximum of 4 weapons.

Ragefire

= 8 + Proficiency + strength mod

At level 10 you have learned to release and control your inner ragefire. As a reaction you can half any damage dealt to you rounded up.

Then you explode and creatures in a 20 foot radius must make a dexterity save against your ability DC or take the damage you resisted as fire damage. If they succeed they take half. You can exempt 2 creatures from this effect and this ability has a high chance to set flammable objects ablaze.

Once you use this feature you must complete a long rest before doing so again.

Additionally you learn the control flames cantrip.

Heating things up As you might have noticed that triggering ragefire lights things on fire. To spice up encounters it makes a fun addition that both the DM and the player can use to their advantage. For our games I tend to make non magical fire deal 1d10 when you pass through or spend a turn in said fire.

Give everything!

At level 14 you ignite your body & soul with the ragefire. On your turn at any time while raging you can choose to enter the ragefire state.

When you enter this state your body begins to be wreathed in flames and you produce bright light for 10 feet and dim light for 10 more feet. Your speed doubles, you gain an extra attack and onslaught doesn't take you out of rage. However it's very straining to maintain.

At the start of each turn you take 5d6 unresistable fire damage rounded up and must succeed on a constitution save to maintain this state. The DC begins at 1 and increases by 2 every time you take damage. If you fail you can choose to succeed by taking 1 level of exhaustion at the end of the ragefire state. Once the state ends you automatically take 1 level of exhaustion and are no longer raging. If at any point your total exhaustion would reach 5 while in this state it ends at the end of your turn. Lastly while this effect is active you cannot benefit from spells that give you extra attacks like haste.

Once you use this feature you must complete a long rest.