Base Class: Barbarian
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.
Lingering Magic
At 3rd level, your body can react to the presence of magic. You can cast the detect magic spell without using a spell slot or any spellcasting 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.
Duration. Some surge 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 wild surge 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 wild surge 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 Wild Surge 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 table
Wild Surge
| 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) 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. |
| 5 | 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. |
| 6 | (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed. |
| 7 | 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. |
| 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 wild magic surge. |
| 9 | 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. |
| 10 | (Persistent) 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 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. |
| 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 | 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. |
| 14 | (Persistent) Your body becomes wreathed in flames. 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 | 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. |
| 16 | (Persistent) Your eyes can pierce through illusions. You gain truesight to a range of 60 feet. |
| 17 | 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. |
| 18 | (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. |
| 19 | You disrupt magic around you. 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) Your become the center of a storm. 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. |
Expanded Wild Magic Table
With the release of Tasha's Cauldron of Everything, this expanded Wild Surge Table offers additional surge effects to work with the official Barbarian Path of Wild Magic subclass.
Wild Surge
| d20 | Effect |
|---|---|
| 1 | Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to the total. You also gain temporary hit points equal to 1d12 plus your barbarian level. |
| 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, roll a number of d6s equal to your Rage Damage. The spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take force damage equal to the total. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
| 4 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failure, roll a number of d6s equal to your Rage Damage. The creature takes radiant damage equal to the total and is 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. |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes force damage equal to 2 times your Rage 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 | 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. |
| 9 | 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 d6s equal to your Rage Damage. A creature that fails takes fire damage equal to the total. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 10 | Your body becomes wreathed in flames. Until your rage ends, 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. |
| 11 | Healing energy radiates from you. You restore a number of hit points to one creature you can see, including yourself, within 30 feet of you equal to your Rage Damage. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 12 | You become the center of a storm. 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. |
| 13 | You are borne aloft. Until your rage ends, you gain a flying speed equal to your walking speed. |
| 14 | 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. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 15 | Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute, persisting even if your rage ends or you gain a new Wild Magic effect. This effect ends early when you attack or if you trigger another wild magic surge. |
| 16 | Your eyes can pierce through illusions. Until your rage ends, you gain truesight to a range of 60 feet. |
| 17 | Arcane energy taps into the minds of those around you. Choose a creature you can see within 30 feet of you. That creature 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. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 18 | You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must make a concentration check to maintain the spell. The DC is equal to 10 or 8 + the spell's level, whichever is greater. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 19 | Your body can move much faster than usual. Until your rage ends, your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. |
| 20 | Energy floods into your body. Until your rage ends, you can make one additional attack when you take the Attack action on your turn. |
Magic Reserves
At 6th level, you can channel the magic surging inside you 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.
Arcane Rebuke
At 10th level, the magic crackling within your soul 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.
Chaotic Fury
At 14th level, you become a wellspring of wild magic 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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