Path of the Dracomancer

Decendants of Draconic bloodlines, Dracomancers are Barbarians that channel the elemental might and unbound rage of Dragonkin in order to devastate their opposition.

Draconic Bloodline

Starting at 3rd level, you unlock the potential locked away in your very blood, the blood of dragonkin.

Choose a Dragon type, you gain resistance to it's Element and your choice will affect your Draco Magic feature.

Chromatic Dragons

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

Metallic Dragons

Metal Damage Type Platinum Cold Gold Fire Silver Cold Bronze Lightning Brass Fire Copper Acid

Gemstone Dragons

Gemstone Damage Type Amethyst Force Obsidian Fire Emerald Thunder Sapphire Thunder Crystal Radiant Topaz Necrotic

You also Learn how to speak Draconic.

Draco Magic

Also at 3rd level, you can channel the magic of your Draconic bloodline to cast special spells even while Raging. The spell depends on your Draconic Bloodline choice's Damage Type, and cost a Bonus action and a Draco Magic Point.

Draco Magic Points are how potent your magic is per day. You roll 1d4 at dawn and add your Constitution Modifier to the number rolled, thats the max Draco Magic Points you have till next Dawn, You regain spent Draco Magic Points on a Short or Long Rest. Your Spell Casting Ability for these Spells is Wisdom

Alternatively, If you are Raging, you can Spend 2 Draco Magic Points and an Action to preform a Dragon Breath Weapon attack.

Freight Train

At 6th level, You become more Agile and mobile as you channel your Dragon Ancestor's strength and Dexterity. You gain Advantage on Athletics and Acrobatics checks.

Additionally, if you use your Action on a turn to travel up to half your movement speed, you can preform a melee Weapon attack as part of the same action that also imposes a Strength Check on the Target against your Spell Save DC (8 + Proficiency Bonus + Wisdom Modifier). On a failed save, the Target is knocked prone.

Frightful Presence

At 10th Level, You radiate the might of a Dragon, allowing you to inspire terror in the weak willed.

As an Action, Each creature of Your choice that is within 20 feet of you and aware of you must succeed on a Wisdom saving throw (DC : 8 + Proficiency Bonus + Wisdom Modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Your Frightful Presence for the next 24 hours. You can use this feature twice per short or long rest.

ArchDracomancer

At 14th level, You unlock the full potential of your Draconic Bloodline.

Your Draco Magic Points Maximum is always 4 + your Constitution Modifier, and your Breath Weapon now only Costs 1 Draco Magic Point, doesnt require you to be Raging to use, and can be used as a Bonus Action.

You also now sprout dragon wings that grant you 30 feet of flying speed, and your skin toughens with your draconic magic, granting you Temporary Hit Points equal to 5 times your Constitution modifier, which you regain at the start of a Long Rest.