Barbarian
Base Class: Barbarian

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

3rd-level Path of Wild Magic feature

As an action, you can open your awareness to the presence of concentrated magic. You can cast the "Detect Magic" spell without the use of Spell Slots or Arcane Components.

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

3rd-level Path of Wild Magic feature

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.

You also gain this feature while you're Raging:

Unstable Rage. Whenever you take 20 or more damage on a hit, roll a d20. If that roll is equal to or lower than half the damage you took, you trigger a second Wild Surge, which replaces any current Wild Surge active effect. Once you trigger a Wild Surge this way, you cannot do so again until the start of your next turn.

Wild Magic
d20 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 force damage equal to a number of d6s equal to your rage 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 each attack.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes force damage equal to a number of d6s equal to your rage damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +2 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 a number of d8s equal to your rage 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.
9 Your body becomes as light as the air around you, you gain a flying speed equal to your walking speed.
10 An explosion of fire erupts in a 20-foot radius centered on yourself. Creatures around you, including yourself, must make a Dexterity saving throw and you must roll a number of d10s equal to your rage damage, You and the creature take the full amount of damage on a failed save and half as much on a passed save.
11 You can immediately take one additional action, which can only be used to take the Attack or Dash action.
12 Prismatic light shifts and bends around you, and you become invisible. The effect ends once you attack.
13 The air around you is suffused with chaotic eddies of magic, making it difficult to control. Any enemy caster within 10ft of you must make a saving throw using their spellcasting ability. On failure, they lose concentration on any spell they are concentrating on and cannot cast any spell until the start of their next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
14 All creatures around 15 feet from you must make a Charisma Saving throw. You and all creatures that failed this save are transported to the Astral Plane until the start of your next turn, at which point all creatures reappear in the space they left or in the nearest unoccupied space if that space is occupied.
15 You are surrounded by faint, ethereal music for the next minute.
16  You are healed by a number of hit points equal to a number of d6s equal to your rage damage at the beginning of your turn until your rage ends.
17 Until your rage ends, you can communicate telepathically with any creature you can see within 30 feet of you. Also, choose one creature within range, it must succeed on a Wisdom saving throw or gain disadvantage on attack rolls against you until the start of your next turn. Until your rage ends, you can repeat this effect as a bonus action.
18 Creatures within 10 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Until your rage ends, you can repeat this effect as an Action.
19 Lightning leaps from your blade to another creature you choose within 10 feet. The target must succeed on a Dexterity saving throw or take lightning damage equal to a number of d12s equal to your rage damage. Until your rage ends, you can repeat this effect as a bonus action.
20 You take control of the chaotic magic within you and gain the ability to trigger any effect on the surge table.

Bolstering Magic

6th-level Path of Wild Magic feature

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 d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d4. 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 can’t receive it again until after a long rest.
  • Roll a d4. The creature gains temporary hit points equal to the number rolled plus your Barbarian level.

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

10th-level Path of Wild Magic feature

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 deal force damage a number of d6s equal to your rage damage to the creature and roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

14th-level Path of Wild Magic feature

At 14th level you become a wellspring of chaotic magic wile you are Raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge Table.

Comments

Posts Quoted:
Reply
Clear All Quotes