Base Class: Barbarian
A power that is not granted through birthright, but one found, and battle forged. The elemental energies that dragons bind to their will can be claimed by a creature with the same potential for draconic wrath. Whether accidentally formed in combat in an attempt to tip the scales of the encounter to their favor, or manufactured through artifice, sorcery, or wizardry as a sole weapon against an insurmountable foe, or even cast onto an oblivious adventurer who foolishly sought to steal from an enchanted draconic hoard, the Path of Draconic Wrath is one of chaos and misfortune. Only a barbarian with ardent determination can harness, control, and guide the volatility and might of a dragon.
Draconic Majesty
3rd-level Path of Draconic Wrath feature
You develop a physical characteristic that signifies your draconic majesty. It might be horns, scales, talons, or an elemental ephemera. This characteristic grants a few benefits.
- You can read, write, and speak Draconic
- You gain the Thaumaturgy cantrip
- If you are a size smaller than large, when you rage you become large, along with anything you are wearing. If you lack the room to become large, your size doesn't change.
Wrathful Imbuement
3rd-level Path of Draconic Wrath feature
While you are in a rage as a bonus action, you may imbue your weapon with elemental energy. Roll on the table for Elemental Wrath Effects for a random effect. You may also spend an additional rage charge to choose the effect. You may use this feature as many times as your proficiency bonus per rage duration.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
When you reach level 6, all damage dice progressively increase by one (2d4, 2d6, 2d8, 2d10, 2d12), level 10 (3d4, 3d6, 3d8, 3d10, 3d12), and level 14 (4d4, 4d6, 4d8, 4d10, 4d12)
Elemental Wrath Effects Table
| d12 | Effect |
|---|---|
| 1 | Your weapon amasses elemental energy to the point of volatility. If it is considered to be a common or nonmagical weapon, it melts; otherwise, nothing happens. |
| 2 | Your weapon thrums with thunder. When you hit, the target must make a Strength save, if they fail, they are pushed 5 ft away from you, or are knocked prone. |
| 3 | Your weapon emanates a bright light in a 5 ft radius. You have advantage on your next attack roll before the start of your next turn. |
| 4 | Your weapon pulsates with power. When you hit, you deal an additional 1d4 force damage. |
| 5 | Your weapon crackles with crystalline ice. The target takes 1d4 cold damage and must make a Strength save, if they fail, you may choose to push the creature up to 15 ft away or knock them prone. |
| 6 | Your weapon erodes and begins to seep acid. The target takes an additional 1d6 acid damage and must make a Constitution save, if they fail, their AC is reduced by 1d4. The target may make a Constitution save at the start of their next turns to end the effect; the effect also ends once 1 minute has passed. |
| 7 | Your weapon blinks between illusory forms, appearing to grow hooks or needles. The target takes an additional 1d8 poison damage, and must make a Wisdom save, if they fail, they have disadvantage on all attack rolls that target you. The target may make a Wisdom save at the end of their next turns to end the effect; the effect also ends once 1 minute has passed. |
| 8 | Your weapon arcs with cruel lightning. The target takes an additional 1d10 lightning damage and must make a Dexterity save, if they fail, their speed becomes 0, and all opportunity attacks made by them fails. The target may make a Dexterity save at the start of their next turns to end the effect; the effect also ends once 1 minute has passed. |
| 9 | Your weapon spontaneously combusts with a fire that you seem to be immune to. The target takes an additional 1d10 fire damage and must make a Charisma save, if they fail, they become terrified of you. While terrified in this manner, the creature is considered frightened and develops a strong compulsion to avoid or put out fire as long as the creature isn't immune to fire damage. The target may make a Charisma save at the end of their next turn to end the frightened condition on themselves, the frightened condition also ends after 1 minute has passed. The target keeps their fire aversion compulsion until the 1-minute duration has passed. |
| 10 | Your weapon speaks draconic into your mind, and patiently waits for your command. The target takes an additional 1d10 elemental damage. You may choose an elemental type between cold, acid, poison, lightning, or fire damage. When the target takes elemental damage of the same type before the start of your next turn, they take an additional 2d10 elemental damage of the particular type. |
| 11 | Your weapon gleams in the light and appears sharper, crueler, and more severe. The attack automatically crits, and the target takes an additional 1d10 elemental damage that doubles due to the crit. You may choose an elemental type between cold, acid, poison, lightning, or fire damage. |
| 12 | Your weapon transforms into a longer, heavier, and brutal form. The target takes an additional 1d12 psychic damage and must make a Wisdom save, if they fail, they become frightened of you as your physical features twist and transform into a draconic form. When you transform in this manner, you gain a flying speed equal to your walking speed. The target may make a Wisdom save at the end of their next turns as long as you are not within eyesight for them, or until 1 minute has passed. Your transformation also eds after 1 minute has passed. |
Aura of Wrath
6th-level Path of Draconic Wrath feature
Whenever you make a reckless attack, elemental energies pick up around you and encircle you in an aura within 30 ft and lasts until the end of your next turn. You may choose an elemental type between cold, acid, poison, lightning, or fire. While in the aura of wrath, all creatures of your choice (including yourself) have resistance to the particular damage type.
While the aura of wraths persists, your weapon damage type changes to that of the elemental damage type chosen. Additionally, all allies (not including yourself) within the aura gain an elemental damage bonus of that particular type equal to that of your Barbarian Rage Damage.
Fervent Wrath
10th-level Path of Draconic Wrath feature
Your elemental reckless attacks ignore damage resistance to the particular elemental damage type.
Also, when you use your Wrathful Imbuement feature as a bonus action, that Elemental Wrath Effect persists for every attack you make until the start of your next turn.
Meticulous Wrath
14th-level Path of Draconic Wrath feature
Whenever you roll on the Elemental Wrath Effects table for a random effect, you may instead choose the effect you with to imbue your weapon with. You may use this feature once per short rest.
Previous Versions
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