Rules edition: This guide combines the 2014 Player’s Handbook Copper Dragonborn with the 2014 Barbarian. It uses the legacy Dragonborn ability increases and breath weapon. The revised 2024 Dragonborn and Barbarian have different rules; do not mix their traits with this build.
A Copper Dragonborn Barbarian pairs a Strength-focused martial class with an acid breath weapon and acid resistance. The breath gives you a limited ranged-area option, while Rage helps you stay in melee against specific weapon damage. The two defenses do not combine against acid: Barbarian Rage resists bludgeoning, piercing, and slashing damage, while Copper Dragonborn resist acid.
Use the 2014 Copper Dragonborn traits
Under the 2014 rules, Dragonborn gain +2 Strength and +1 Charisma. Copper ancestry grants acid damage resistance and a 5-foot-wide, 30-foot-long line breath weapon that calls for a Dexterity saving throw. Its save DC is 8 + your Constitution modifier + your proficiency bonus. The breath deals 2d6 acid damage at 1st level, increasing to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th. After using it, you need a short or long rest before using it again.
This is the 2014 action-based breath weapon. It does not use proficiency-bonus-per-long-rest charges, replace one attack in the Attack action, or gain a separate metallic breath option. Those descriptions belong to other versions of Dragonborn rules.
Choose your Barbarian priorities
Strength supports attacks, damage, and Athletics checks. Constitution increases hit points and contributes to Unarmored Defense. Dexterity helps AC and Dexterity saves; Wisdom helps Perception and common saves. The legacy Dragonborn bonuses support Strength and social presence, but they do not increase Constitution.
One standard-array starting point is Strength 15, Dexterity 14, Constitution 13, Wisdom 12, Charisma 10, and Intelligence 8 before species increases. The 2014 Dragonborn bonuses make Strength 17 and Charisma 11. A point-buy build can use a similar priority, adjusting the final scores for the campaign and optional character-origin rules. This is an example rather than a required array.
Barbarians can wear light or medium armor and carry shields. Unarmored Defense is an option when you wear no armor: AC equals 10 + Dexterity modifier + Constitution modifier, and you can still use a shield. Compare that total with medium armor instead of assuming one is always better. Rage and Fast Movement do not function normally in heavy armor under the 2014 Barbarian text, so check armor restrictions before choosing equipment.
Manage Rage and the breath weapon
Rage is a bonus action and lasts up to 1 minute. While raging and not wearing heavy armor, you have advantage on Strength checks and Strength saves, add Rage damage to melee weapon attacks that use Strength, and resist bludgeoning, piercing, and slashing damage. Rage ends early if you fall unconscious or if your turn ends without you having attacked a hostile creature or taken damage since your previous turn. You can also end it yourself as a bonus action. If you can cast spells, Rage prevents casting or concentrating on them while it lasts.
The breath weapon takes your action. You can use it on the same turn that you enter Rage, since Rage uses your bonus action, but that turn’s action is then spent on the breath rather than the Attack action. The breath is not itself an attack, so it does not satisfy Rage’s “attacked a hostile creature” condition; unless you take damage, Rage can end at the end of that turn. On later turns, decide whether the line can catch several enemies or whether closing to attack is more valuable. The breath’s Dexterity save uses Constitution, so it does not depend on Strength.
Acid resistance is useful against acid damage, but it does not make you immune to acid or reduce that damage to one-quarter while raging. Rage resistance applies only to its listed damage types. Against other damage, rely on your normal defenses and positioning.
Pick a Primal Path for the job
The 2014 Player’s Handbook includes the Path of the Berserker and Path of the Totem Warrior. Berserker’s Frenzy offers a bonus-action melee attack on later turns of a Frenzied Rage, but imposes a level of exhaustion when that Rage ends. Totem Warrior offers several spirit choices; the Bear option at 3rd level provides broad damage resistance while raging, with an exception for psychic damage. Read each feature’s full rules rather than treating the subclass as an automatic tank or damage upgrade.
Later supplements add other paths. Xanathar’s Guide to Everything includes the Ancestral Guardian and Zealot. The Zealot’s Divine Fury adds damage once on each of your turns when its conditions are met; Rage Beyond Death is a 14th-level feature, not general immunity to death. Tasha’s Cauldron of Everything adds the Path of the Beast. Its natural weapons have separate rules: the claw can provide an extra claw attack once on your turn when you attack with it, the bite can restore hit points once per turn under its stated condition, and the tail can use your reaction to raise AC against one attack. These options are source-dependent and differ in revised rules.
Plan feats and action economy
Feats are optional under the 2014 rules. Great Weapon Master can trade a -5 penalty to an attack roll with a heavy weapon for +10 damage, and can grant a bonus-action melee weapon attack after a critical hit or reducing a creature to 0 hit points. Reckless Attack can help offset the penalty by granting advantage on qualifying Strength-based melee weapon attacks, but attacks against you also gain advantage until your next turn. Polearm Master is another option for its listed weapons and bonus-action/reaction attacks. It competes with other bonus actions, including starting or ending Rage.
At 5th level, Extra Attack lets you make two attacks when you take the Attack action, and Fast Movement increases speed while you are not wearing heavy armor. The breath weapon does not replace one of those attacks under these legacy rules: using it costs your action. Choose your subclass, weapon, and feats around the type of turn you want to take most often.