Base Class: Barbarian
Barbarians who walk the Path of the Wild Magic have little to no control over the boons they receive. Their rages manifest in unexpected ways.
Magic Awareness
When you choose this path at 3rd level, 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
At 3rd level, 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 10 + your proficiency bonus + your Constitution modifier.
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d20 |
Effect |
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1 |
-Necro Damager- 1d4+1 creatures of your choice that you can see within 30 feet of you must make a Constitution Saving throw or take 1d10 Necrotic damage.
You gain Temporary Hit Points equal to the sum of the Necrotic damage dealt.
Additionally for the next 1d4 hours, your skin turns a sickly grey hue, you smell of rotten flesh, and your creature type registers as undead. |
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2 |
-Shimmer Shift- 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.
Additionally for the next 1d4 hours, your body shimmers in an undulating state of varying transparency, and you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks. |
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3 |
-Flumphsplosion- 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 1d6 force damage.
Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
At 6th the damage roll increase to 2d6, at 10th level it increases to 3d6 and finally at 14th level it increases to 4d6
Additionally, for 1d4 hours after your rage ends, another spirit appears next to you and follows you around, complaining incessantly about being left out. |
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4 |
-Baby Come Back- 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.
Additionally for the next 1d4 hours your weapon can run simple errands for you. When the effect ends or if initiative is rolled the weapon immediately stops what it was doing and returns to the user’s hand. |
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5 |
-Revenge of the Barb- Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
At 6th the damage roll increase to 1d8, at 10th level it increases to 1d10 and finally at 14th level it increases to 1d12
Additionally for the next 1d4 hours creatures and objects within 5 feet that are smaller than you get pushed 5 feet away. |
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6 |
-Protective Aura- 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.
At 6th the range increases to 20 feet, at 10th level it increases to 30 feet and finally at 14th level it increases to 40 feet.
Additionally for the next 1d4 hours you become overbearingly protective of your teammates and regard them as you would your own children. |
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7 |
-Green Thumb- Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
As a bonus action you can force one creature you can see within 15 feet of you to make a Dexterity saving throw or have their speed reduced to 0 until the end of their next turn.
Additionally for the next 1d4 hours, your skin turns a vibrant green, flowering vines cascade down around your head, and you have advantage on Intelligence (Nature) and Wisdom (Survival) checks. |
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8 |
-Blinded By the Light- 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 1d6 radiant 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.
At 6th the damage roll increase to 2d6, at 10th level it increases to 3d6 and finally at 14th level it increases to 4d6
Additionally, for the next 1d4 hours you shed bright light in 20-foot radius, and dim light for another 20 feet. |
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9
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-Fey Friend- A Tiny Fey sprite appears on your shoulder and begins to cheer effusively for your exploits. For the duration of your Rage, whenever you make an attack roll, ability check, or saving throw, you can add 1d6 to the roll. Once this bonus has been used, you cannot use it again until the start of your next turn. Should your exploits be particularly impressive, this fey sprite will choose to stay with you for up to 1d4 additional hours, but its voice will only grant you advantage on Charisma (Performance) and Charisma (Deception) checks. |
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10 |
-Focused Fury- Energy floods into your body. Until your rage ends, you can make one additional attack when you take the Attack action on your turn. Once your rage ends, you become incredibly hungry and will attempt to consume any food you see for the next 1d4 hours. |
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11 |
-Growth Spurts- Your body suddenly expands like a balloon, and the area around you begins to undulate with wild magic. You are immediately under the effects of the enlarge option of the Enlarge/Reduce spell.
Furthermore, one creature you can see within 10ft of you (chosen randomly by the DM) must make a Constitution Saving Throw. On a failure, roll a 1d2: on a 1, the creature is enlarged, while on a 2 the creature is reduced (as per the spell). This effect lasts until the start of your next turn. |
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12 |
-Chaos Clone- A perfect illusory clone of yourself pulls itself apart from you and reconstitutes in an unoccupied space within 5ft of you. It mimics your movements, always staying within 5ft of you unless you command it to do otherwise. While you are raging, it will attempt to flank any creature you attack, granting advantage on the attack provided the creature does not know which of you is real. |
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13 |
-Resistance is Fun though- Roll a d10 on the damage type table to gain an additional damage resistance. Until your rage ends, you can use a bonus action to reroll on the table replacing the previous resistance.
Additionally for the next 1d4 hours your appearance takes on the form of the last damage resistance granted.
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14 |
-Psychic Assault- 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 gain resistance to psychic damage, and you can use this ability again on each of your turns as a bonus action. Additionally, for the next 1d4 hours, you can hear the surface thoughts of any creature within 10ft of you. |
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15 |
-DM’s Choice-
The DM can choose to make up an effect, declare the effect null, or reroll on a table of his/her choosing.
Additionally for the next 1d4 hours you become paranoid that the world is out to get you. |
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16 |
-Sentient Weapon- A weapon that you are holding gains sentience and viciously mocks your enemies. At the start of your rage and as a bonus action on each subsequent turn the weapon can cast vicious mockery against a random enemy (DM chosen). The cantrip is cast at the spell level of the Barbarian using his/her Wild Surge spell DC.
Additionally, the weapon nags you endlessly for the next 1d4 hours complaining about any hated enemies, or boring you with detailed descriptions of its exploits and its encyclopedic knowledge of local lore.
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17 |
-Spell Eater- Until your rage ends you have a voracious appetite for magic and magical effects.
You are compelled to move toward a spell effect within your movement range or to the next closest spell effect to consume it.
Upon consumption and at the start of each round that the spell is in digestion make an ability check using your spellcasting ability (DC 10 plus that spell’s level).
On a successful check you continue to digest the spell. On failure you vomit the spell and it returns to its previous target.
If the spell remains in the digestion system past the spell’s duration it is fully consumed and you are compelled to consume another spell.
When the rage ends you magically emit any spells currently in your system.
Additionally For the next 1d4 hours you experience magic withdrawal symptoms. |
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18 |
-Pinball Wizard – You can move up to half your Speed straight towards a creature you can reach without provoking Opportunity Attacks. The target is then pushed in the direction of travel up to the distance traveled. If the target strikes another creature or moveable object it will deflect up to 5 feet away. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
Additionally for the next 1d4 hours you become dizzy. All terrain is considered difficult and you have disadvantage on Dexterity (Acrobatics) and Dexterity (Sleight of Hand) checks.
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19 |
-Animal Smackers-
Randomly choose a creature from the Creature Stat Blocks in Appendix B of the PHB {pages 346-359}.
Make a Wisdom saving throw (save DC 10), on failure you are Polymorphed into chosen creature.
At the start of each turn while polymorphed you can make another saving throw to end the effects of the polymorph effect.
If the polymorph effects ends while you are still raging you become a hybrid retaining some of the physical appearances of the creature and may choose to keep up to 2 features from the stat block (Speed, Sense, Ability, Trait, or Action).
When your rage ends you retain your physical appearance for the next 1d4 hours and you can communicate with any of the chosen creatures you may encounter.
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20 |
-Critical Success- Until your rage ends when making an attack roll add (1d4-1) to the d20 roll without any other modifiers. If the result is equal to or above 20 the result is considered a Critical hit. Otherwise, the result is modified as usual disregarding the d4 roll.
Additionally, for the next 1d4 hours you tend to overestimate your abilities. During this time creatures attempting to deceive you are granted advantage on Charisma (Deception) rolls against you.
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Bolstering Magic
Beginning at 6th level, 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 d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. 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.
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
At 10th level, 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 roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
Controlled Surge
At 14th level, 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.
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Posted May 26, 2025Most of the surges are modified from Tasha's and either borrowed or inspired from the author of the following homebrew table:
https://homebrewery.naturalcrit.com/share/vQCZWHGbC3oN