Primal Path: The Black Corruption

Crazed and wild eyes burning bright as acid, the half-orc clad in red-stained leather roars with a voice like thunder, charging through the perplexed and outright terrified goblin horde. Astride his allies, the half-orc grins a fanged smile and opens his massive mouth, spewing forth an intense gout of sickly green acid, dissolving the hides of his opponents and clearing a path for his compatriots. Creatures of innate magic and eons-old intelligence, dragons are being of legend, fate, destruction, and destiny incarnate. Though it a secret known to very few, the truly ancient of their kind are able to share their inner magic with mortals by taking part in a dark ritual involving a contract and an elixir of the ancient dragon's own blood suffesed with the dragon's potent magical will. This ritual binds the mortal to their ancient dragon, sharing in the power of the dragon's blood and gaining a portion of the dragon's own magic. Some scholars of arcana theorize such rituals may have been involved in the creation of the dragonborn race, or even in the birth of the first mortal spellcasters.

Rage of the Dragon

Beginning when you take this barbarian path at 3rd level, while raging, the corruption spreads to your arms, mutating them into large draconic claws. You gain natural weapons which deal 1d6 slashing damage and an additional 1d4 acid damage. When you use the Attack action with your claw attack on your turn, you can make one Claw attack as a bonus action.

Skull of the Dragon

As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. At 3rd level, you too begin adopting these features, your face becoming more sunken and skeletal. You gain proficiency in Intimidation. If you are already proficient in it, add double your proficiency bonus to checks you make with the skill.

Blood of the Dragon

Beginning at 6th level your blood begins to course with the acid of the Ancient Black One. You gain the following benefits:

You have resistance to acid damage.

You gain a swim speed equal to your walking speed.

You can breathe underwater as if it were air.

Your unarmed strikes count as magical for the purpose of overcoming resistances.

Presence of the Dragon

At 10th level, when you score a critical hit or reduce a creature to 0 hp , each creature that is within 20 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + proficieny bonus + Charisma modifier) or become frightened for 3 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect ends if the creature ends its turn out of line of sight, mo re than 60 feet away from you, or when your rage ends. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Frightful Presence for the next 24 hours.

Avatar of the Dragon

At 14th level, when you rage, you can choose to enter an avatar state when you rage. If you do so, for the duration of your rage, you gain the following benefits:

Your claws and acid damage die increase to 1d8 and 1d6.

You gain immunity to acid damage.

You gain Breath of the Dragon: You exhales a vitrolic spray of acid in a 40 foot line that is 5 feet wide. Each creature in that line must make a DC (8 + Con mod + Prof) Dexterity saving throw, taking (Barbarian Level ÷ 2)d6 acid damage on a failed save, or half as much damage on a successful one. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Homebrewed Barbarian Archetype This archetype is in its initial stages and has yet to be playtested. It is therefore subject to be changed or alter as the DM sees fit while playing the chosen path.