So, I got an idea based on a thing that happened in my campaign to changes up the effects of the wild magic table of wild magic barbarians based on magic sources that are influencing them.
In this case, my players acquired a cursed magic item, a coin, that has a bond to chromatic dragons. At first, I was unsure what to do with it, but then, the parties wild magic barbarian took up the coin and tried to attune to it and that sort of hatched the idea that maybe I could make a custom random table from them to represent the influence of a magical being/magical source, warping the magic of the barbarian.
I think they are on average a bit more powerful, but it’s a magic item after all (even if it’s cursed) and it literally takes some gold from them every night, so I think that is okay.
Do you think this is a good idea, or just weird and not fitting the subclass? I haven’t sprung it on my player yet, since the coin hasn’t been able to get gold yet. Also, if you have any feedback you want to share, share it!
Anyway, here is the table:
d8
Effect
1
As your rage builds up in you, you let out a mighty roar. Each creature of your choose within 30 feet of you must succeed on a wisdom saving throw, of be frightened of you. This effect lasts until your rage ends. The creature can end it early by making a wisdom saving throw at the end of their turn.
2
Large leathery chromatic wings sprout from your back. You gain a flying speed equal to your walking speed until your rage ends.
3
You feel an overwhelming greed build in you, making you over protecting of your allies. Until your rage ends, when an ally within 30 feet is attacked, you can use your rection to move your speed to the attacker, and make a melee attack against the attacker. You must end your move closer to the target.
4
You grow a large, chromatic scaly tail. The tail counts as a simple melee weapon for you, it deals 1d8 bludgeoning damage on a hit, it has the reach property, and you add your strength modifier to attack and damage rolls made with the tail and if you hit and the creature is large or smaller, you knock it prone. The tail lasts until the end of your rage.
5
You can place an urn brimming with gold in an unoccupied space within 30 feet. When the urn is placed, each creature within 20 feet of the urn needs to make a wisdom saving throw or be charmed by you. While the creature is charmed, it must use its speed to move closer to the urn. At the end of its turn, the creature can repeat the wisdom saving throw. When your rage ends, the urn explodes and each creature within 10 feet needs to make a dexterity saving throw, or take 2d6 force damage. You can explode the urn early as a bonus action.
6
Your body is covered chromatic scales; you gain a +1 to AC. Additionally, you and allies within 10 feet of you gain resistance to a damage type of you choose from the following list; acid, cold, fire, lightning, or poison.
7
You pose enigmatic riddle to a creature within 15 feet of you. The creature must make a wisdom saving throw or have disadvantage on their next attack roll, saving throw or ability check. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
8
You feel primordial energy stir in you, beckoning to be released. You exhale a 15-foot cone of a damage type of you choose; acid, cold, fire, lightning, or poison. Each creature in the cone must make dexterity saving throw or take 2d6 of the chosen damage type, or half as much on a success. Until your rage ends, you can use this effect again on each of your turns as an action.
I do also like the idea of the barbarian having more that 8 options, and then on a long rest they can choose what 8 effects they want. For example can replace #1 with something else once they start getting to the point of everything immune to frightened.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Changing up you wild magic barbarian
So, I got an idea based on a thing that happened in my campaign to changes up the effects of the wild magic table of wild magic barbarians based on magic sources that are influencing them.
In this case, my players acquired a cursed magic item, a coin, that has a bond to chromatic dragons. At first, I was unsure what to do with it, but then, the parties wild magic barbarian took up the coin and tried to attune to it and that sort of hatched the idea that maybe I could make a custom random table from them to represent the influence of a magical being/magical source, warping the magic of the barbarian.
I think they are on average a bit more powerful, but it’s a magic item after all (even if it’s cursed) and it literally takes some gold from them every night, so I think that is okay.
Do you think this is a good idea, or just weird and not fitting the subclass? I haven’t sprung it on my player yet, since the coin hasn’t been able to get gold yet. Also, if you have any feedback you want to share, share it!
Anyway, here is the table:
As your rage builds up in you, you let out a mighty roar. Each creature of your choose within 30 feet of you must succeed on a wisdom saving throw, of be frightened of you. This effect lasts until your rage ends. The creature can end it early by making a wisdom saving throw at the end of their turn.
Large leathery chromatic wings sprout from your back. You gain a flying speed equal to your walking speed until your rage ends.
You feel an overwhelming greed build in you, making you over protecting of your allies. Until your rage ends, when an ally within 30 feet is attacked, you can use your rection to move your speed to the attacker, and make a melee attack against the attacker. You must end your move closer to the target.
You grow a large, chromatic scaly tail. The tail counts as a simple melee weapon for you, it deals 1d8 bludgeoning damage on a hit, it has the reach property, and you add your strength modifier to attack and damage rolls made with the tail and if you hit and the creature is large or smaller, you knock it prone. The tail lasts until the end of your rage.
You can place an urn brimming with gold in an unoccupied space within 30 feet. When the urn is placed, each creature within 20 feet of the urn needs to make a wisdom saving throw or be charmed by you. While the creature is charmed, it must use its speed to move closer to the urn. At the end of its turn, the creature can repeat the wisdom saving throw. When your rage ends, the urn explodes and each creature within 10 feet needs to make a dexterity saving throw, or take 2d6 force damage. You can explode the urn early as a bonus action.
Your body is covered chromatic scales; you gain a +1 to AC. Additionally, you and allies within 10 feet of you gain resistance to a damage type of you choose from the following list; acid, cold, fire, lightning, or poison.
You pose enigmatic riddle to a creature within 15 feet of you. The creature must make a wisdom saving throw or have disadvantage on their next attack roll, saving throw or ability check. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
You feel primordial energy stir in you, beckoning to be released. You exhale a 15-foot cone of a damage type of you choose; acid, cold, fire, lightning, or poison. Each creature in the cone must make dexterity saving throw or take 2d6 of the chosen damage type, or half as much on a success. Until your rage ends, you can use this effect again on each of your turns as an action.
I do also like the idea of the barbarian having more that 8 options, and then on a long rest they can choose what 8 effects they want. For example can replace #1 with something else once they start getting to the point of everything immune to frightened.