Barbarian: Wild Surge (Revised) Image

Also 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 8 + your proficiency bonus + your Constitution modifier.

As a reminder, a 1st level Barbarian starts with a Rage Damage of +2. This increases at 9th level (+3) and 16th level (+4).

d20

Effect

01

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 + your Rage Damage. You also gain an equal amount of temporary hit points.

02

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.

03

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 + your Rage Damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

04

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.

05

Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage + your Rage Damage, as magic lashes out in retribution.

06

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.

07

Hard spikes and thorns temporarily emerge from the ground around you. Until your rage ends, the ground within 15 feet of you is considered difficult terrain. When a creature moves into or within the area, roll a number of d4s equal to your Rage Damage. The creature takes this amount of piercing damage for every 5 feet it travels.

08

Wild energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action.

09

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 + your proficiency + your Rage 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.

10

You are borne aloft. Until your rage ends, you gain a flying speed equal to your walking speed. When your rage ends, you float gently to the ground if you are still aloft.

11

Arcane energy taps into the minds of those around you. Each enemy within 30 feet of you must succeed on a Wisdom saving throw. On a fail, you see a glimpse into the creature's thoughts, revealing how they plan to attack you. These creatures have disadvantage on attack rolls against you until the start of your next turn.

12

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 creatures that you can see within 30 feet of you.

13

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.

14

Your eyes can pierce through illusions. Until your rage ends, your eyes glow red, you gain truesight and can see any secret doors or traps within 60 feet of you.

15

Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw, or will be pushed away from you a number of feet equal to five times your Constitution modifier (minimum of 5 feet), and then fall prone.

16

You become light on your feet. Until your rage ends, your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks.

17

You're feeling lucky. Until your rage ends, you can add 1d6 to any ability check or saving throw once per round.

18

Light bends around you. Until your rage ends, you and anything you are wearing or carrying becomes invisible.

19

Until your rage ends, your size increases by one size category and you become immune to piercing damage.

20

You transform into a mammoth, as if affected by the polymorph spell. If you are completely submerged in water when this takes effect, you become a giant octopus instead. This effect continues for 30 minutes after your rage has ended.

Barbarian: Wild Surge (Revised) Image

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