Wild-Soul Rage Image
Prerequisite: Requires 6th-level Barbarian
 
The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body. When a barbarian rages, it is a bellowing roar for freedom,van explosion of expression, manifesting in unpredictable ways.
 
You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You have 3 Wild Points. When you enter your rage, you can spend a Wild Point to 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. When the rage ends, roll a d20: if you roll a 20, you regain the expended wild point. You regain all expended uses when you finish a long rest.

Wild Magic Surge

D8

Effect

1

Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.

2

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

You conjure 1d4 intangible spirits that look like flumphs 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 and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.

4

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 your Constitution modifier.

5

Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.

6

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.

7

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. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.

8

A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.

 This is an "UA: Barbarian and Monk"-based content.

Wild-Soul Rage Image