Base Class: Barbarian
weather you have been exposed to the fey or you have been exposed to magical energy around the world your rage manifests itself in all kinds of interesting 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
3rd-level Path of Wild Magic feature
The magical energy roiling inside you something 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.
All effects end at the end of your rage unless stated otherwise
the wild mage effects that are spells happen when you rage and can concentrate on these effects while raging
Wild Magic
There is a positive and negative table roll 1d20 if the number is 2-10 you land on the negative table and if you roll on a 11-19 you land on the positive table.
Natural 1 you roll on the Negative table twice
Natural 20 you roll on the Positive table twice
All effects end at the end of your rage unless otherwise stated
Positive Table Roll 1d20
1 as a bonus action you can teleport up to your movement
2 your weapon can now be thrown and comes back after each attack
3 your weapon an addition 1d4 elemental damage at random this increase to 1d6 at 5th level 1d8 at 11th level 1d10 at 17th and 1d12 at 20th
Roll 1d8
1) acid 2) cold 3)fire 4)force 5)lightning 6)poison 7)psychic 8)thunder
4 you gain advantage on all DEX based checks
5 your movement speed is doubled
6 you gain advantage on INT, WIS and CHA saving throws
7 as a bonus action you can heal a person within 60 ft for 1d4+proficiency this increase to 1d6 at 5th level 1d8 at 11th level 1d10 at 17th and 1d12 at 20th
8 you can cast firebolt as a bonus action
9 you grow 1 size and your damage is increased by 1d4
10 you become resistant to all damage except psychic
11 you cast bless on up to 3 creatures of your choice
12 you can cast bane on 3 creatures of your choice
13 when you take damage you and use your reaction to transfer half of it to a creature you can see within 60ft
14 a creature within 100 ft of you turns into a potted plant for 1d6 rounds
15 you gain a fly speed equal to your movement
16 advantage on all WIS and int based checks
17 cast fireball at 3rd level at a location of your choice
18 you gain 2d12 temp hp this increase to 3d12 at 5th level 4d12 at 11th level 5d12 at 17th and 6d12 at 20th
19 you cast fog cloud on yourself that you can see in
20 you have haste casted on yourself
1 rage end
2 you have no resistances
3 shrink 1 size minus 1d4 to damage rolls
4 you sink into the ground 1d4 feet make a athletics check to get out
5 movement is halved
6 disadvantage on INT, WIS and CHA saving throws
7 you become a potted plant for 1d6 rounds
8 your weapon is slippery must make a DEX save at the end of each turns for 1d6 on a fail it falls 20ft in a random direction
9 cast fireball on yourself
10 you grow a beard of feathers the come off when you sneeze at the beginning of each round make a CON saving throw on a fail you sneeze and have disadvantage on all action for that round
11 you use your reaction to run your movement in a random direction can take opportunity attacks
12 blind for 1d4 turns
13 feet enlarge disadvantage on DEX checks and saves
14 all your teeth fall out and come back at the next dawn
15 take double damage for the next 1d6 rounds
16 cast fireball on yourself
17 fall prone at the end of each of your turns for 1d6 turns
18 you turn into a plant
19 2 fey or fiends ½ your proficiency bonus comes to attack you or 1 fey or fiend equal to your proficiency bonus
20 you are under the effects of the slow spell for 1d6 rounds
Chaos Counter
6th-level Path of Wild Magic feature
You can harness your wild magic to cause a creature you can see to have a wild magic surge and possible stop their spell not to go off. As a reaction, when a creature that you can see within 60ft cast a spell you can do the following thing:
- You cast counterspell at 3rd level if the spell casted is above 3rd level you can roll 1d20 plus your CON modifier.
- If the counterspell works our not you cause a wild magic surge from the caster your tried to counter spell causing them to roll on the sorcerer or barbarian wild magic table
- you can use this effect while raging
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.
Wild Burst
10th-level Path of Wild Magic feature
When you rage all creature in a 30ft radius much make a CON save equal to 8 plus CON Plus proficiency or they also will roll on your wild magic table. If you stop raging the effect ends.
Also as a bonus action you can choose to end the wild magic effect on 1 creature.
Controlled Surge
14th-level Path of Wild Magic feature
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.
Previous Versions
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2/26/2022 7:03:29 PM
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2/26/2022 10:15:24 PM
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