Barbarian
Base Class: Barbarian

The Path of Curiosity closely resembles the Path of Wild magic, for it is also connected to intense emotion and rampant magic. The thing that sets this subclass apart from the other is that this magic is particularly bound to a more ancient calling, one of curiosity. Whereas normally curiosity would easily kill the cat, barbarians with this subclass managed to survive extremely dangerous or harmful situations based of magic. 

Barbarians that follow this path often find themselves drawn to chaos, as if it were calling out to them telepathically. 

Magical Awareness

As an action, you can open your mind to the presence of concentrated magic and other minds. Until the end of your next turn, you know the location of any magic item or spell within 30 feet that isn't behind total cover. You can use this feature equal to your proficiency bonus, and regain all uses when you finish a long rest.

On top of this, you are also able to telepathically send and receive messages in the form of strong emotions from an acquainted creature that you can see within 60 feet of you.

Emotional Surge

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Listed below are the effects from the Barbarian Wild Magic table, other effects can be included as well as long as they are discussed with your DM.

d8 Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Psionic Magic

You surround either yourself or a companion within 5 feet with a crystallin gleam which lasts for 10 minutes. Choose one of the following options:

  • A crystallin shield appears in front of you, giving them +2 to their AC for the duration.
  • When you attack, crystal shards form around your weapon dealing an extra 1d4 Force damage on a hit.
  • You are surrounded by magical gleaming energy, giving you advantage on saves from spells and other magical effects.
  • You are able to keep a telepathic connection with the target and are notified when any harm is done against them even if you can't see or hear them.
  • Whenever the target takes Psychic or Force damage, you can decide to take half of the damage done of that type.
  • Your eyes start to shine a bright white light, shining bright light for 10ft and dim light for another 20ft.

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. Only one effect can be used at a time. You can cancel an effect as a free action.

Instability

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 Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Curiosity

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 on the table.

Path Of Curiosity Image

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