Base Class: Barbarian
Wild Magic. To most Barbarian's, it remains the exact same as they grow and develop throughout their lives, having different impact but tend to be relatively mild. You, however, are different - Whenever it's the result of a Sorcerer experiment, the 'blessing' of the Fey or even just a Wild Magic Barbarian and Sorcerer one-night stand, yours has evolved to become more chaotic as it expands outwards.
Basically more options for better or for worse than Wild Surge.
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.
Level 3: The Chaos Surge
Magic that was once predicted to be Wild Magic has evolved into something more than what it's meant to be, becoming much more.. 'Chaotic' when it erupts. When you enter your rage, roll a 1d20 here for the Chaos Surge table.
If the effect for either one requires a saving throw, the DC equals to 8 + your proficiency bonus + your constitution modifier.
Chaos Magic Table
| d20 | Effect |
|---|---|
| 1 | The magic within your veins grows heavy in the presence of other sources of magic... And a wave of hunger and dread washes over you. Upon raging, gain resistance to Damage from Spells and any spells casted within 30ft of you that deals damage will be redirected at you, with the level of spells it can redirect being equal to your Proficiency Bonus. |
| 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 | Within your body, the magic influences the nature of gravity with metallic objects - Not just to you, but everyone around you. Upon raging, any metallic weapons and armour within 30ft of you will be affected by gravity similar to a magnet reaction. Everyone, including you, in range of the effect must make a Strength Saving Throw or have their armour fly towards you, dealing thrown weapon damage if the attack dice succeeds your AC and stick to your body until the end of your rage {Metallic Weapon} or have their movement speed reduced by 15ft and pulled 10ft towards you {Metallic Armour}. |
| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon deals an additional 1d6 Force Damage die, 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. |
| 5 | 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. |
| 6 | Pain shoots through your spine as something rapidly pulses along the bone, your back feeling like it's ripping apart before the magic takes form - And transform your tail/tail-bone into something more 'useful'. Upon raging, you sprout a Scorpion Tail that goes away once you finish raging. As a bonus action, you can use the Scorpion Tail to do a Sting Attack against an enemy with a +4 to hit and has a range of 10ft. On hit, it deals a 2d6 Piercing Attack and the enemy must make a Constitution Saving Throw. If failed, the enemy will get the Poisoned Condition. The Poison goes away with either an antidote or when you finish raging. |
| 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 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. |
| 9 |
Your blood roils and gains heat as the magic run through your veins. If you are attacked while raging and take damage, explosive 'blood' will be spilt onto the floor and will explode via any form of fire. Anyone, including you, take 3d4 Fire Damage from the explosion within 10ft of the blood-stained tile and the explosive blood will remain even after your rage ends. The explosive blood can also cause nearby spots that also has explosive blood to trigger when exploded. |
| 10 |
For a brief moment, the world darkens as vison fades before reforming - With the world larger than it was before.. And your body smaller? Until you finished raging and the start of your next turn, you are afflicted with the 'Reduce' effect from the Enlarge/Reduce spell. However, you will have advantage on any Stealth Checks. |
| 11 |
Pain shoots through your body as the magic in your veins contorts your form, transforming you into something different, something wild and animalistic. Upon raging, you are transformed into either a Rhinoceros or, if you rage within water, a Hunter Shark. Use either Creature's stat block until you lose all Temporary HP equal to the Creature's HP in that form or five turns has passed. If you lose all HP points in either form, you'll turn back to normal with your regular HP before you transformed. |
| 12 |
Pure fury overflows you for just a moment before bursting out spiritually, afflicting not just you, but allies and enemies nearby. Upon raging, allies and enemies in a 10ft radius has to make a Wisdom Saving Throw - On failed saves, the afflicted creature is sent into a frenzy, attacking the closest creature near them whenever they're an ally or enemy. This effect ends a turn after the User finishes raging or when they succeed on a saving throw at the end of their turn. |
| 13 |
Essence of the Elements flows through your veins, rising from the magic within until it finally erupts. Until you finished raging, roll a 1d8 to choose an element for the effects: Acid - 1, Cold - 2, Fire - 3, Force - 4, Lightning - 5, Necrotic - 6, Radiant - 7 and Thunder - 8. Once the element is picked, either your Unarmed Strikes or your Weapon gains a 2d6 additional die of that damage. When the rage ends, the elemental energy explodes in a 10ft radius - Everyone, including you, must make a Dexterity Saving Throw. On a failed save, take 4d6 Damage of said element or half damage on a Successful Roll. |
| 14 |
The magic within roars, preparing to unleash it's full might against the world around you... Before a simple noise escapes your mouth with a puff of smoke. If you get this effect, you instantly stop raging. |
| 15 |
Your blood boils and you hear hissing of steam within your own veins before slits open up as steam flows from where blood is meant to come from. Upon raging, you can produce steam from your body as a reaction to enemy attacks, producing a constant Steam Cloud which spreads around in a 15ft Radius around you, inflicting disadvantage on attacks on anyone inside - The same applies if you or your allies attempt to attack anyone within the Steam Cloud as well. At the end of your turn, a new Steam Cloud is produced if you moved to a different location while the old one disappears. |
| 16 |
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. |
| 17 |
The magic within seems capable of drawing spirits towards you like a flame - But only a few seem eager to be cooperative and friendly. Upon raging, the spell Find Steed {2024} is casted and you gain an Otherworldly Steed that lasts for Ten Turns/One Minute once you raged. You can choose what type it is {Fey, Celestial or Fiend} and instead of using Spell Slots for scaling, it uses your Proficiency Bonus instead. If combat is finished while the Steed still has turns left, the Spirit will disappear. |
| 18 |
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. |
| 19 |
Until your rage ends, you are surrounded by multi-coloured, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 20 |
The chaotic source of magic within you suddenly becomes quiet for a moment, obedient.. Controllable for a moment. When you rage and get this effect, you may pick any of the other effects for your rage and use them instead. |
Level 6: Ever-Changing Toughness
The Magic within adapts your body, serving to improve it's own odds of survival as much as possible. At level 6, once per long rest, roll a 2d8 for random elemental resistances - If it rolls the same number on both, immunity to that single element.
| 2d8 | Element |
|---|---|
| 1 | Acid |
| 2 | Fire |
| 3 | Necrotic |
| 4 | Lightning |
| 5 | Force |
| 6 | Cold |
| 7 | Thunder |
| 8 | Radiant |
Level 10: Arcane Build-Up
At Level 10, the chaotic lake of magic within starts to build up more and more each time it's tapped.. Until it becomes too much. Each time you rage and use the Chaos Table {Unless it ends the Rage instantly} or use the Ever-Changing Toughness to change resistances, you must apply an Arcane Charge - Roll a 1d8 to determine the element type of the Charge as a symbol for said element appears on your body. Your body can store up to Five Charges until it forcefully erupts. The User can either erupt early with a Bonus Action or store to the maximum amount, which then erupts the moment the User enters combat.
On erupting, everyone within 30ft of the User must make a Constitution/Wisdom Saving Throw. On a fail, take full damage as the Arcane Charges explodes, each one dealing 3d4 of their respective Elemental Damage. On a success, take half damage. The User must also roll for this, as the magic will attempt to harm them as a result - However, if they succeed, then they don't take any damage.
| 1d8 | Element |
|---|---|
| 1 | Acid |
| 2 | Fire |
| 3 | Necrotic |
| 4 | Lightning |
| 5 | Force |
| 6 | Cold |
| 7 | Thunder |
| 8 | Radiant |
Level 14: Controlled Surge
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.
Previous Versions
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6/29/2025 12:08:30 PM
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27
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8
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