Barbarian
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.

Level 3: 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 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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3: 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 Strength modifier.

The number of d6s used in the Wild Magic table effects increases by 1d6 when you reach levels 6 (2d6), 12 (3d6), and 17 (4d6).

Wild Magic
d12 Effect
1 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 1d6 necrotic damage. You also gain 1d6 temporary hit points. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
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 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.
4 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.
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 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 15 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 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 gain the Blinded condition 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 Waves of healing energy pulse around you; until your rage ends, you and any allies within 15 feet of you regain a number of hit points equal to your Rage Damage bonus at the start of each of your turns.
10 Whenever a creature targets you with an attack roll before your rage ends, that creature must succeed on a Wisdom saving throw or receive Disadvantage on the attack roll, as their perception of you momentarily becomes a vague, dreamlike haze.
11 Incensing fungi temporarily sprout around your being. Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or take 1d6 psychic damage and receive Disadvantage on attack rolls against creatures other than 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.
12 An oscillating wave of energy dances between your eyes as your emotions heighten with untameable magic. If you are suffering from the Charmed or Frightened conditions, these conditions end and you immediately make an Unarmed Strike against a creature of your choice within range. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Level 6: Bolstering Magic

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 d6 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d6. On a 1-2, the creature restores a spell slot of 1st level; on a 3-4, the creature restores a spell slot of their choice of 2nd level or lower; on a 5-6, the creature restores a spell slot of their choice of 3rd level or lower. 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.

Level 10: Unstable Backlash

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. You can choose whether this effect replaces your current Wild Magic effect.

Level 14: Controlled Surge

Whenever you roll on the Wild Surge table, you can change the result of the d12 roll by 1 in either direction (to a minimum of 1 and a maximum of 12), changing which effect is produced.