Base Class: Barbarian
Barbarians whose dragon-tainted rage warps reality with volatile elemental surges.
Draconic Wild Magic
When your rage or spellcasting causes a surge (DM's discretion), roll 1d20 on the Draconic Wild Magic table.
A custom 20-entry surge table for your Barbarian (Path of Wild Magic)
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1. Emberdrake Manifestation
A tiny spectral ember-drake coils around you.
For 1 minute, it grants +1d4 fire damage to your melee attacks.
If you fall unconscious, it unleashes a small 10-ft cone (2d6 fire) and vanishes.
2. Draconic Roar of the Ancestors
Your voice echoes with ancient draconic fury.
Each creature of your choice within 15 ft must make a Wisdom save or become Frightened of you until the end of your next turn.
3. Runic Flareburst
Runes ignite across your hybrid armor.
Until your rage ends, attackers who hit you take 1d4 fire + 1d4 necrotic.
4. Ashen Wings
Spectral wings of ash erupt from your back.
For 1 minute, you gain 20 ft flight (hover) but leave a floating cinder trail.
5. Dragon’s Breath Surge
You immediately cast Dragon’s Breath on yourself (no slot, no concentration).
Damage type is fire or necrotic (your choice).
6. Emberghost Form
For 1 round, you become semi-ethereal.
You can move through creatures and objects as if they were difficult terrain.
Taking 5 force damage if you end your turn inside an object.
7. Molten Scales
Scales of molten brass coat your skin.
Your AC increases by +2 for 1 minute.
8. Draconic Hexmark
A necrotic rune brands your target.
The next attack they take deals an extra 2d8 necrotic.
If they die to it, their corpse briefly turns to ash.
9. Frostfire Pulse
A burst of blue-white frostfire erupts.
All creatures in 10 ft take 1d6 cold + 1d6 fire, Dex save for half.
10. Emberthane Lineage Echo
An apparition of a long-dead Emberthane ancestor appears beside you.
It grants advantage on your next spell attack or weapon attack.
11. Magma Footfall
Your steps ignite molten runes on the ground.
Each space you enter becomes heated terrain for 1 round;
creatures entering it take 1 fire damage.
12. Draconic Overcharge
Your spellcasting surges.
The next damaging spell you cast deals an extra +1d12 fire.
13. Ashstorm Veil
A swirling ash cloud surrounds you for 1 minute (or until you move more than 40 ft in a turn).
Creatures have disadvantage on ranged attacks against you.
14. Void-Flame Surge
Necrotic flames spiral from your hands.
Choose a creature within 30 ft.
It must succeed a Con save or take 3d6 necrotic + 3d6 fire.
Success halves.
15. Draconic Fortune
You gain temporary hit points = your Barbarian level + your Wizard level.
16. Emberburst Rage
For the duration of your rage, each time you hit a creature with a melee attack, embers lash out dealing +1 fire damage, stacking each round up to +5.
17. Chromatic Flux
Roll 1d6.
For the next minute, you gain resistance to:
- Fire
- Cold
- Lightning
- Acid
- Poison
- Necrotic
18. Cinderbrand Curse
A creature you see within 30 ft bursts into sudden dark flame.
They take 2d10 fire, and the next attack against them has advantage.
19. Spirit of the Elder Drake
A colossal spectral dragon head appears behind you and roars.
For the next minute, your melee attacks have +10 ft reach, as spectral jaws snap with them.
20. Embercataclysm
A massive surge explodes outward.
Each creature of your choice within 20 ft takes:
4d6 fire + 4d6 necrotic
Dex save for half.
You also gain resistance to fire and necrotic for 1 minute.
Magic Awareness
When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isnt behind total cover. When you sence a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bolstering Magic
Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an Action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll
- Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower ( the creature's choice). Once a creature receives this benefit, that creature cant receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unstable Backlash
At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Draconic Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
Controlled Surge
At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect of the table.
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