Barbarian
Base Class: Barbarian

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions equally as powerfully, and magic saturates their body.

When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression manifesting in unpredictable ways. How you gained this power varies; perhaps a fey or other powerful entity blessed you, or maybe you were exposed to a source of chaotic magic which forever changed you. Whatever its source, to walk the path of the Wild Soul is to never again be bound by the mundane.

 

Barbarian Level

Feature

3rd

Lingering Magic, Wild Surge

6th

Magic Reserves 1d4

10th

Arcane Rebuke

14th

Chaotic Fury, Magic Reserves 1d6

Lingering Magic

At 3rd level, your body reacts to the presence of magic. You can cast the detect magic  spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

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

Directed Chaos. From level 10, whenever you roll on the Wild Surge table, you can change the result of the d12 roll by 1 in either direction (to a minimum of 1 and a maximum of 12), changing which effect is produced. Once you do, you can't do so again until you finish a short or long rest.

d12

Effect

1

You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.

2

Plant life temporarily grows around you: the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it.

3

Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose among any number of creatures that you can see within 30 feet of you.

4

You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your Rage Damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total.

5

Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute, persisting even if your rage ends. This effect ends early when you attack.

6

A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to the total and be blinded until the start of your next turn.

7

Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. You can add your Rage Damage to ranged attacks made with this weapon. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.

8

Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.

9

Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage.

10

Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and then fall prone.

11

Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

12

Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.

Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.

You take force damage equal to five times the number rolled. 

You can tap into your magic reserves a number of times equal to your rage damage each day. Your reserves are replenished after a long rest. 

When you reach 14th level in this class, you increase the die to a d6.

Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2022 1:50:24 PM
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1.1
Coming Soon

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