Base Class: Barbarian
The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions equally as powerfully, and magic saturates their body.
How you gained this power varies; perhaps an archfey or other powerful entity blessed you, or you are covered in sylvan runes as a gift from an old fey friend. Whatever its source, to walk the path of the Wilder Magic is never again to be bound by the mundane. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression manifesting in unpredictable and chaotic ways.
Magic Awareness
3rd-level Path of Wild Magic feature
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.
Wild Surge
Magic erupts from you as you rage. When you enter your rage, roll a d8 on the Wild Surge table to determine the magical effect produced. at level 6 you roll a d12 and on level 14 you roll a d20
Duration. Some surge effects are persistent; they are active for as long as you are raging, and end once your rage ends. You can only have one persistent effect active at a time; if you trigger another wild surge and roll a new persistent effect, the new effect replaces the old one.
Unstable Rage. Whenever you take damage, roll a d20. You trigger a wild surge if the result of the roll is equal to or less than half the damage you took. Once you trigger a wild surge in this way, you cannot trigger another one until the start of your next turn.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
D20 |
EFFECT |
| 1 | Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to the total. You also gain temporary hit points equal to 1d12 plus your barbarian level. |
| 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 | a number of intangible spirits equal to your rage damage, which looks like flumphs or pixies (your choice), appear each within 5 feet of one creature of your choice that you can see within 30 feet of you. They can all target one creature or each a different one. At the end of the current turn, the spirits explode, and each creature within 5 feet of one of them must succeed on a Dexterity saving throw or take force damage equal to 1d6 (each spirit can attack one creature. Until your rage ends, you can use this effect again, summoning other spirits, on each of your turns as a bonus action. |
| 4 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failure, roll a number of d6s equal to your Rage Damage. The creature takes radiant damage equal to the total and is 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. |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes force damage equal to 2 times your Rage 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 10 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 | 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. |
| 9 | Magic feels your bones and flash. You can grow one size category larger up to huge or smaller up to tiny. Until your rage ends, you can use this effect again on each of your turns as a bonus action. When this effect ends, you return to your original size |
| 10 | Your body becomes full of elemental energy. Roll a d5 (d10 mod 5), until your rage ends, your melee attacks deal an additional amount of elemental damage equal to your Rage Damage. 1.acid 2.cold 3.fire 4.lightning 5.thunder |
| 11 | Healing energy radiates from you. You restore a number of hit points to one creature you can see, including yourself, within 30 feet of you equal to your Rage Damage. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 12 | You become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total. |
| 13 | You are borne aloft. Until your rage ends, you gain a flying speed equal to your walking speed. |
| 14 | Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and then fall prone. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 15 | Light bends around you. You and anything you are wearing or carrying become invisible for 1 minute, persisting even if your rage ends or you gain a new Wild Magic effect. This effect ends early when you attack or if you trigger another wild magic surge. |
| 16 | Your eyes can pierce through illusions. Until your rage ends, you gain truesight to a range of 60 feet. |
| 17 | Arcane energy taps into the minds of those around you. Choose a creature you can see within 30 feet of you. That creature 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. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 18 | You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must make a concentration check to maintain the spell. The DC is equal to 10 or 8 + the spell's level, whichever is greater. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 19 | Your body can move much faster than usual. Until your rage ends, your movement speed increases by 10 feet, and your movement don't provoke opportunity attacks. |
| 20 | Energy floods into your body. Until your rage ends, you can make one additional attack when you take the Attack action on your turn. |
Bolstering Magic
6th-level Path of Wild Magic feature
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 d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). 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.
Controlled Surge
10th-level Path of Wilder Magic feature
You have gained a bit of control over your magical powers 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.
Rage Guardians
14th-level Path of Wilder Magic feature
Once you gain control of your wild magic, your connection to the fey becomes stronger. As an action, you can summon fey spirits to help you in battle. They flit around you to a distance of 15 feet. You can designate any creatures you can see to be unaffected by it. when an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 5d8 force damage and half on a successful one. The spirits stay with you up until your rage ends, but no more than 10 minutes.
You can summon them to your rage modifier times a day and it reset on a long rest.
Previous Versions
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10/24/2021 10:30:08 AM
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