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 infusion
Magic flows through you when entering your rage and infuses with your unarmed strikes. When entering a rage unarmed strikes deal 1d4 + str mod damage and count as magical when overcoming resistance
At 6 level you can imbue you weapons with magic; they now count as magical for the purpose of overcoming resistance while you are raging.
Magic Awareness
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 isn't behind total cover. When you sense 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.
Wild 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.
|
D12 |
Magical effect |
|
1 |
You become one size larger than you currently are and gain the benefits from the enlarge/reduce spell. You also gain expertise in the athletics skill |
|
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 a number of d6s equal to your rage damage 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 |
Healing energy flows within you, until your rage ends, you regain a number of hit points at the start of each of your turns equal to your level in this class |
|
5 |
Your presence becomes terrifying, choose a creature within 30ft of you, that creature must succeed a wisdom saving throw against your wild magic DC or become frightened of you. If that creature dies, at the start of your next turn you can cause this effect again as a bonus action if you are still raging |
|
6 |
Magical energy surrounds you, protecting you from magical attacks. Until your rage ends you gain resistance to acid, cold, fire, force, lightning, thunder, psychic and poison damage, however you lose your resistance to bludgeoning, piercing and slashing from raging |
|
7 |
Wings sprout from your back, appearing as angelic, feathery bird wings or reptilian dragon wings (your choice) as you gain a flying speed equal to your movement speed |
|
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 d6s equal to your rage damage radiant damage and be blinded until the start of your next turn. Unti l your rage ends, you can use this effect again on each of your turns as a bonus action. You also emit dim light for 20ft centred on yourself |
|
9 |
You become the centre of a storm. Once per turn when successfully hitting a creature with an attack and you can cause lightning to strike from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your constitution modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the lightning damage to the second creature increases to 1d8 + your constitution modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). |
|
10 |
Your body bursts into wreathing magical flames. You shed bright light for 30ft and dim light for an additional 30ft. Your melee attacks deal extra fire damage equal to your rage damage and any creature that touches you or hits you with a melee attack within 5ft of you take a number of d4s equal to your rage damage fire damage. You also gain resistance to fire damage |
|
11 |
A third eye appears on your forehead allowing you to see through any illusions, you gain 60ft of Darkvision and 10ft of blindsight |
|
12 |
Light bends around you and your equipment. You and anything you are wearing/carrying becomes invisible until your rage ends or until you choose to attack. If you choose to attack and become visible, you can use a bonus action at the start of your next turn to become invisible again |
Unstable backlash
Whenever a creature forces you to make a saving throw, you may use your reaction to cause that creature to make a constitution saving throw (DC = 8 + proficiency bonus + constitution modifier). The creature takes a number of d6s equal to your rage damage + constitution modifier force damage on a failed save or half as much on a successful one as magical tendrils lash out in retribution
Controlled chaos
You have gained some control over your wild magic and are able to use it in times even when you are not raging. As a bonus action you can cause an effect on the wild magic table of your choice to happen, the effect lasts one round. You can choose to extend the chosen effect by raging at the start of your next turn, if you choose to do this the effect ends when your rage ends. You can use this ability a number of times equal to half your rages (rounded up) and regain all uses on a long rest.
Additionally, 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.
Magical intervention
As a reaction after taking damage equal to a third of your maximum HP (rounded down), you cause an explosion of radiant energy centered on yourself all creatures within 20ft of you must make a constitution saving throw against your wild magic DC. On a failed save creatures take 8d8 radiant damage and are blinded for 1 round, or half as much and no blindness on a successful save. You have 2 uses of this ability per day and regain all uses on a long rest. You may choose to expend two uses of this ability to force it to happen as an action.
Comments