TEXT: Barbarian Archetype
  Path of the Dragon Shaman
  To some, the passing shadow of a dragon overhead isn't a
  sign that invokes fear; it's a blessing that reveals you to be in
  the presence of greatness.
  Those who follow the Path of the Dragon Shaman respect
  dragons as power incarnate. Some worship dragons, but
  most simply aspire to gain dragon powers for themselves. In
  assuming the abilities and the likeness of a dragon, a
  barbarian seeks to emulate that might and embody that
  power within himself.
  Totem Dragon
  You seek to emulate the strength and powers of a type of
  dragon. Choose one type of dragon, taken from the Totem
  Dragon table listed at the end of this archetype, when you
  choose this path at 3rd level. You gain that dragon's Draconic
  Adaptation, and you gain further features as you level based
  on the dragon you choose. Your adaptation is active at all
  times. If your adaptation replicates the effects of a spell, only
  you can be affected by it.
  In addition, you can speak, read, and write Draconic in
  addition to your other languages.
  Breath Weapon
  Starting when you choose this path at 3rd level, you can use
  your action to exhale destructive energy. Your totem dragon
  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 totem dragon. The DC for this
  saving throw equals 8 + your proficiency bonus + your
  Constitution modifier. 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.
  Once you use your breath weapon, whether the one gained
  by this class or another, you can't use any other breath
  weapon you may have again until you finish a short or long
  rest.
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  Barbarian Archetype: Path of the Dragon
  Shaman v1.1 by Jeff "Hageshii01" Venancio
  
  Totem Dragon
  Dragon Damage Type Breath Weapon
  Draconic Adaptation
  Black Acid
  5 by 30 ft. line (Dex. save)
  Amphibious (see Monster Manual, pg 87)
  Blue
  Lightning
  5 by 30 ft. line (Dex. save)
  Adapted to hot climates (see Dungeon Master's Guide, pg 110)
  Brass Fire
  5 by 30 ft. line (Dex. save)
  Adapted to hot climates (see Dungeon Master's Guide, pg 110)
  Bronze Lightning
  5 by 30 ft. line (Dex. save)
  Amphibious (see Monster Manual, pg 87)
  Copper Acid
  5 by 30 ft. line (Dex. save)
  Spider Climb (as per the spell)
  Gold
  Fire
  15 ft. cone (Dex. save)
  Amphibious (see Monster Manual, pg 87)
  Green Poison
  15 ft. cone (Con. save)
  Amphibious (see Monster Manual, pg 87)
  Red
  Fire
  15 ft. cone (Dex. save)
  Spider Climb (as per the spell)
  Silver Cold
  15 ft. cone (Con. save)
  Featherfall (as per the spell)
  White Cold
  15 ft. cone (Con. save)
  Ice Walk (see Monster Manual, pg 100)
  Draconic Aura
  Starting when you choose this path at 3rd level, you can
  channel the mighty powers of dragonkind when you rage,
  projecting an aura that grants you and nearby allies a special
  benefit. You gain three auras of your choice, which are
  detailed at the end of this archetype.
  When you rage you can choose to project an aura, choosen
  at the beginning of your rage. While you are raging, you and
  friendly creatures within 10 feet of you gain the benefits of
  the aura. Unless the aura says otherwise, the benefits of an
  aura fade from an ally as soon as they leave this area.
  As a bonus action on subsequent turns you can change the
  aura to a different one. You can only have one aura active at a
  time.
  You gain an additional aura at 7th, 10th, and 15th level.
  Each time you learn a new aura, you can also replace one
  aura you know with a different one.
  Scales
  At 6th level, your skin begins to thicken and develop faint
  scales the same color as your totem dragon. You gain a +1
  bonus to your Armor Class, and you gain resistance to the
  damage type associated with your totem dragon.
  Empowered Aura
  Beginning at 10th level, you can have two draconic auras
  active at one time rather than one, and can activate two when
  you rage. You can still only change one aura at a time with
  your bonus action. Your aura range also increases to 20 feet.
  In addition, you can use a bonus action to share your
  Draconic Adaptation with any number of creatures you can
  see within 20 feet of you. The affected creatures retain the
  adaptation as long as you concentrate (as if concentrating on
  a spell).
  Draconic Ascension
  At 14th level, you grow a pair of wings that resemble those of
  your totem dragon, and you gain a fly speed equal to your
  current speed. Your scales also become harder and more
  defined; the bonus to your Armor Class increases to +2.
  In addition, you gain the ability to cast the commune spell
  as a ritual, allowing you to contact your totem dragon directly.
  After using this feature, you can't do so again for 7 days.
  Draconic Auras
  These auras are presented in alphabetical order.
  Accuracy. You and your allies gain a bonus to attack rolls
  equal to your Charisma modifier (minimum 1).
  Energy Shield. Whenever a creature hits you or an ally with
  a melee attack your aura erupts with energy. The attacker
  takes damage equal to your Charisma modifier (minimum 1),
  the type of which is determined by your totem dragon.
  Fortune. You and your allies gain a bonus to saving throws
  equal to your Charisma modifier (minimum 1).
  Magic Resistance. You and your allies have advantage on
  saving throws against spells and other magical effects.
  Power. You and your allies gain a bonus to melee damage
  rolls equal to your Charisma modifier (minimum 1).
  Resistance. When you or your allies take damage of your
  dragon's damage type, that damage is reduced by an amount
  equal to your Charisma modifier (minimum 1).
  Resolve. You and your allies cannot be frightened. If you or
  an ally are frightened when activating or entering the aura,
  the effect is suspended for the duration of the aura and while
  the ally remains within it.
  Revival. Allies within your aura that are dying have advantage
  on death saving throws.
  Skill. You and your allies gain a bonus to ability checks equal
  to your Charisma modifier (minimum 1).
  Speed. The current speed of you and your allies is increased
  by 5 feet. Allies who leave your aura on their turn continue to
  gain the benefits of it until the end of their turn.
  Vigor. At the start of your turn, and allies that start their turn
  within your aura, gain temporary hitpoints equal to your
  Charisma modifier (minimum 1).
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  Barbarian Archetype: Path of the Dragon
  Shaman v1.1 by Jeff "Hageshii01" Venancio
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Geeks New England/Geeks New England - Barbarian Archetype - Path of the Dragon Shaman v1.1.pdf