So there are a number of dragon-related class variants out there, many for barbarians, but I wasn't satisfied with any I found. In creating this, I wanted to try to stick close to the existing totems in both balance and theme - that is, Aspect of the Beast (6th level) relates to travel or environment and not to combat, Totem Spirit (3rd level) is defensive, etc.
Two notes about the environment I'm using this in: barbarians can only pick one animal for their totem and have to use it for all their selections, since it represents a special relationship tied to their background, and also dragons play a signnificant role in the world and no player characters can select draconic as a language.
Let me know what you think, thematically and balance-wise.
3rd level - Spirit Seeker
When the barbarian does the ritual that connects them to their totem beast, they gain special insight into its nature and way of thinking. The dragon totem allows the character to speak and understand draconic, and gain advantage on wisdom or intelligence checks related to dragons.
Standard: cast beast sense and speak with animals as rituals
Comments: This isn't nearly as broadly applicable as the default powers, but it has the advantage of not requiring a ritual to work.
3rd level - Totem Spirit
(when raging) A portion of the dragon's immunity and legendary resistance extends to the barbarian. He or she gains advantage on all saving throws against magic spells, and resistance to the primary damage type of their respective totem's breath weapon.
Standard: bear: resist non-psychic damage, eagle: enemies get disadvantage on opportunity attacks, can dash as bonus, wolf: friends have advantage on attacks against enemies within 5' of you
Comments: This doesn't seem as powerful as the bear power, particularly since quite a few spells don't have a save.
6th level - Aspect of the Beast
A dragon knows their lair in intimate detail, and can instinctively spot when things go awry. The barbarian gains +1 to passive perception checks per hour spent in an area, up to a max value of their level. The benefit reduces by the same per hour spent away.
Standard: bear: double carry capacity, advantage on str checks, eagle: see detail 1 mile, low light no disadvantage, wolf: track at fast pace, move stealthy at normal
Comments: With this design passive perception can surpass active perception, but I'm okay with that - it won't be very often that the characters sit still long enough to get the max bonus, and it can be made sense of as the unconscious use of the totem when passive versus overriding it and using your own abilities for active.
10th level - Spirit Walker
Commune with nature as a ritual. The only change is that one of the three bits of information the dragon totem barbarian can ask for must always be the presence of dragons and draconic creatures. Dragons are particularly wary of other dragons, and are always vigilant for such.
Comments: Not much change here
14th level - Totemic Attunement
(when raging) The barbarian is able to channel the frightful presence of dragonkind. At the start of a rage, all enemies within 30' must make a wisom save versus fright with DC = 8 + proficiency bonus.
Standard: bear: enemies within 5' have disadvantage on attack rolls against allies, eagle: fly at walking speed, can't end turn in air, wolf: knock large or smaller creatures prone as a bonus action on melee hit
Comments: This feels more powerful than the others, particularly against weaker enemies, but that offsets the slightly weaker 3rd level power.
Two notes about the environment I'm using this in: barbarians can only pick one animal for their totem and have to use it for all their selections, since it represents a special relationship tied to their background, and also dragons play a signnificant role in the world and no player characters can select draconic as a language.
Let me know what you think, thematically and balance-wise.
3rd level - Spirit Seeker
When the barbarian does the ritual that connects them to their totem beast, they gain special insight into its nature and way of thinking. The dragon totem allows the character to speak and understand draconic, and gain advantage on wisdom or intelligence checks related to dragons.
Standard: cast beast sense and speak with animals as rituals
Comments: This isn't nearly as broadly applicable as the default powers, but it has the advantage of not requiring a ritual to work.
3rd level - Totem Spirit
(when raging) A portion of the dragon's immunity and legendary resistance extends to the barbarian. He or she gains advantage on all saving throws against magic spells, and resistance to the primary damage type of their respective totem's breath weapon.
Standard: bear: resist non-psychic damage, eagle: enemies get disadvantage on opportunity attacks, can dash as bonus, wolf: friends have advantage on attacks against enemies within 5' of you
Comments: This doesn't seem as powerful as the bear power, particularly since quite a few spells don't have a save.
6th level - Aspect of the Beast
A dragon knows their lair in intimate detail, and can instinctively spot when things go awry. The barbarian gains +1 to passive perception checks per hour spent in an area, up to a max value of their level. The benefit reduces by the same per hour spent away.
Standard: bear: double carry capacity, advantage on str checks, eagle: see detail 1 mile, low light no disadvantage, wolf: track at fast pace, move stealthy at normal
Comments: With this design passive perception can surpass active perception, but I'm okay with that - it won't be very often that the characters sit still long enough to get the max bonus, and it can be made sense of as the unconscious use of the totem when passive versus overriding it and using your own abilities for active.
10th level - Spirit Walker
Commune with nature as a ritual. The only change is that one of the three bits of information the dragon totem barbarian can ask for must always be the presence of dragons and draconic creatures. Dragons are particularly wary of other dragons, and are always vigilant for such.
Comments: Not much change here
14th level - Totemic Attunement
(when raging) The barbarian is able to channel the frightful presence of dragonkind. At the start of a rage, all enemies within 30' must make a wisom save versus fright with DC = 8 + proficiency bonus.
Standard: bear: enemies within 5' have disadvantage on attack rolls against allies, eagle: fly at walking speed, can't end turn in air, wolf: knock large or smaller creatures prone as a bonus action on melee hit
Comments: This feels more powerful than the others, particularly against weaker enemies, but that offsets the slightly weaker 3rd level power.