Barbarian
Base Class: Barbarian

What can I say, when your blood gets pumping, so does the magic around you in a terrifying orchestra of chaos. Whenever you enter a rage- an in some events thereafter- you roll on the Weave Cascade(TM) table.

May the gods have mercy on us.

Weave Sensitivity

At 3rd level, you install weave-sensitive hairs encased in vials along your mechanical arm, which react to the presence of magic. As an action, you can cast the detect magic spell without using a spell slot or any spellcasting components. Intelligence is your spellcasting ability for this spell.
Your mechanical arm's sensors glow with a colour corresponding to the school of magic.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Weave Cascade

3rd-level Path of Artifice feature

Starting at 3rd level, the weave is drawn through your mechanical appendage as you rage. When you enter your rage, roll on the Weave Cascade table to determine the magical effect produced.

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

Duration. Some cascade effects are persistent; they are active for as long as you are raging, and end once your rage ends. You can only have one persistent effect active at a time; if you trigger another weave cascade and roll a new persistent effect, the new effect replaces the old one.

Unstable Rage. Whenever you take damage, roll a d20. You trigger a weave cascade if the result of the roll is equal to or less than half the damage you took. Once you trigger a wild surge in this way, you cannot trigger another one until the start of your next turn.

Directed Chaos. When you roll on the Weave Cascade table, you can change the result of the d20 roll by 1 in either direction (to a minimum of 1 and a maximum of 20), changing which effect is produced. Once you do, you can't do so again until you finish a short or long rest.

Wild Magic
d20 Effect
1 You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one.
2 (Persistent) 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.
3 Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action.
4 (Persistent) Your mechanical arm ruptures the weave in a way that distorts the space 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.
5 Your mechanical arm vents its heat, as well as its experimental alchemical pollutants, into the atmosphere. 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.
6 (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed.
7 You project 1d4 clouds of intangible, unstable energy in unoccupied spaces within 30 feet of you. Each cluster immediately flies 30 feet in a random direction. At the end of your turn, all clouds explode. Roll a number of d8s equal to your Rage Damage. Each creature within 5 feet of one or more of the clouds must succeed on a Dexterity saving throw or take force damage equal to the total.
8 (Persistent) 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 or if you trigger another weave cascade.
9 A beam of brilliant light lances from your palm 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.
10 (Persistent) Temporal 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.
11 Necrotic energy bursts from your fist. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you must roll a con save equal to your save DC. Upon failing, creatures take necrotic damage equal to the total, and you gain temporary hit points equal to half of the necrotic damage dealt to the creatures.
Creatures that succeed the save are unaffected.
12 (Persistent) 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.
13 Your arm's vents blast out a gale of winds, spurred by the weave's disruption. 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.
14 (Persistent) Your mechanical arm goes enters a meltdown protocol. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total.
15 The weave is warped and distorted by your rage, causing a primal danger to flow from you. 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.
16 (Persistent) Your arm's sensors are overclocked. You gain truesight to a range of 60 feet.
17 Your arm engages evasive manoeuvres, reading the movements of creatures around you and calculating the most likely events. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or your arm learns 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.
18 (Persistent) The weight of your arm throws the rest of your body around erratically as it recalibrates. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks.
19 The weave pulses in response to your arm's frequency. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level.
20 (Persistent) [Warning, paracasual weather imminent]. Now you've done it. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total.

 

Arcane Inspiration

6th-level Path of Artifice feature

At 6th level, you can channel the magic surging inside of you through your arm and into other creatures. You have a pool of magical energy that replenishes when you take a long rest. The amount of energy in the pool is equal to half your barbarian level (rounded up).

As an action, you can touch a creature and expend energy from the pool to restore one of the creature's expended spell slots, expending an amount of energy equal to the slot level. You cannot restore a spell slot of 6th level or higher, and a creature can only have a single spell slot restored to it once per long rest.

Alternatively, when you use this feature and expend energy, the creature instead gains temporary hit points equal to five times the amount of energy expended, up to a maximum of 25 temporary hit points.

Aggressive Relay

10th-level Path of Artifice feature

At 10th level, the raw, unstable magic crackling within your mechanical arm lashes out in times of danger. When a creature within 60 feet of you forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

It's Nobbin' Time.

14th-level Path of Artifice feature

At 14th level, you become a conduit for the weave while you are raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge table.

 

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