Base Class: Barbarian
Fix for Wild Soul Barbarians, with more wild surge options that all have passive and active effects, a replacement for the lackluster 6th level feature, interesting interactions with spellcasting in case of multiclassing and some minor boosts.
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Magical Senses
As an action, you can open your awareness to the presence of concentrated magic. Maybe your barbarian smells the presence of foul magic, maybe part of their hair stands up in that direction, or maybe they get differently colored rashes triggered by a magic allergy. For a minute, 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. While you are raging you can instead activate these senses as a bonus action, but it only lasts until the end of your next turn.
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.
Chaos Surge
The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll a d20. Your DM will consult the Chaos Surge table and describe the visual effects and tells you the active effect that is activated as part of the bonus action used to enter the rage. The passive effect also goes into effect immediately.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. If multiclassing grants you a spellcasting feature, you can use your spell save DC instead.
The DM being in control of the Chaos Surge table is there to reinforce the idea of chaos, not knowing exactly what the character gets at first. If this is too much for you as DM to take care of, consider giving it to your player as well.
|
D20 |
theme |
Visual |
Active effect |
Passive effect |
|
1 |
Leech |
Shadowy tendrils lash out towards creatures |
Creatures of your choice within 30 feet make a Con Save, taking your proficiency modifier in necrotic damage. You gain double your proficiency modifier in temporary hit points. |
Once on your turn when you hit a creature with a melee attack, you gain temporary hit points equal to your proficiency modifier. |
|
2 |
Teleportation |
A smoke cloud envelops you, when it clears you are somewhere else |
You and one willing creature of your choice within 5 feet teleport to a location of your choice within proficiency times 5 feet. |
As a bonus action, you teleport to a location of your choice within proficiency times 5 feet. |
|
3 |
Exploding Orbs |
Fiery wisps emerge from your chest and get close to enemy creatures |
Three orbs float to spot within 30 feet of you. At the end of your turn, they explode. Creatures within 5 feet of an orb make a Dex save, taking your proficiency in fire damage on a failure. |
You summon one orb to a spot within 30 feet. At the end of your turn, they explode. Creatures within 5 feet of an orb make a Dex save, taking your proficiency in fire damage on a failure. |
|
4 |
Magical Weapon |
Your weapon starts glowing like cinders |
Weapons of your choice within 30 feet of you change their damage type 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 a hand, the weapon reappears in the hand at the end of their current turn. This lasts until the end of your next turn. |
Until your rage ends, your 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. |
|
5 |
Retribution |
Your skin starts glowing with heat |
Creatures within 30 feet of you must succeed on a Dex save, king your proficiency in fire damage on a failure. |
Whenever a creature hits you with an attack roll, that creature takes your proficiency in fire damage |
|
6 |
Shielding Aura |
Protective flames envelop you and those around you |
Until the end of your next turn, you gain a +3 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
|
7 |
Grasping tendrils |
Black tendrils grow around you like roots, grasping at enemies |
Creatures of your choice within 15 feet of you must succeed on a Strength save or be restrained for a minute or until your rage ends. On their turn, they can use their action to attempt an athletics or acrobatics check against your save DC to escape. |
The ground within 15 feet of you is difficult terrain for your enemies. |
|
8 |
Blinding Bolt |
Searing hot beams of light erupt from your chest |
Three creatures of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take your proficiency in radiant damage and be blinded until the start of your next turn. |
As a bonus action, one creature that you can see within 30 feet must succeed on a Constitution saving throw or take your proficiency in radiant damage and be blinded until the start of your next turn. |
|
9 |
Husk Zombie |
A burned humanoid figure climbs out of the ground in front of you |
You summon a husk zombie in an unoccupied space within 5 feet of you. They act immediately after your turn and follow your commands (no action required). When your rage ends, they crumble to dust. |
When you or the husk zombie reduces a creature to 0 hit points, the husk zombie regains all of its hit points. Alternatively, you can let the slain creature rise as a husk zombie, but then the original zombie crumbles to dust. |
|
10 |
Speed |
Time seems to slow down around you |
You and creatures of your choice within 10 feet of you can use their reaction to move up to their movement speed. |
Your speed increases by your proficiency times 5 feet. When you take the attack action, you can make an unarmed strike as a bonus action. |
|
11 |
Smoke Mephits |
Flying smoking creatures appear, their smoke trailing behind them |
You summon 3 smoke mephits in an unoccupied space within 30 feet of you. They are friendly to you and your allies and stay until your rage ends or when they die. If you don’t issue them commands they take the dodge action. |
As a bonus action, you can command all smoke mephitis summoned by you to either make an attack or kill themselves. You can use a full action to summon another smoke mephit. |
|
12 |
Whacking blast |
A ball of energy comes flying towards you |
You can whack the ball with your weapon, making a ranged attack on a creature within 120 feet. The attack can be made with Dex or Str. On a hit, they take fire damage equal to 3d6 + your attack modifier + your rage bonus. |
You can replace any attack with whacking a smaller ball of energy that works similar to the active effect, but only does damage equal to 1d6 + your attack modifier + your rage bonus. |
|
13 |
Healing smack |
Your weapon starts glowing with gentle flames |
You make an attack against a creature within the weapons range of your choice. On a hit, you roll your damage, but instead it heals both you and the creature for that amount. |
Once on each turn, you can replace a weapon attack with a healing smack, healing the target for an amount equal to half the damage dealt on a hit. |
|
15 |
Fly |
You feel your feet lift of the ground |
Until the end of your turn you gain a flying speed equal to your walking speed. |
As a bonus action, you can fly for a number of feet equal to your proficiency modifier times 5 feet. If you end your turn in the air, you fall. |
|
16 |
Fear |
A terrifying visage of smoke forms an image around you |
Creatures of your choice within 30 feet must succeed on a Wis saving throw or be frightened of you until the end of your next turn. |
Once on each turn when you hit a creature with an attack, you can force them to make Wis a saving throw, becoming frightened of you until the start of your next turn on a failure. |
|
17 |
Invisibility |
Your hands in front of you disappear. |
You turn invisible until the start of your next turn. |
Being partly visible, creatures have disadvantage on attack rolls and perception checks against you |
|
18 |
Control Flame |
Your arms and hands are engulfed in flame, but it does not hurt you. |
Creatures within 10 feet of you must make a Dex save or take twice your proficiency in fire damage |
You shine bright light for 20 feet, and dim light for another 20 feet. As a bonus action, you can do one of the following; double this range until the end of your turn; make a 5 foot square or object in your light catch on fire; make any shape appear in your fire. |
|
19 |
Unnerving calm |
A wave of calm rage washes over you and creatures around you |
Creatures of your choice within 30 feet must make a Cha saving throw. On a failure, they become indifferent toward you while you rage or if they are charmed or frightened, you can choose to suppress this effect until the start of your next turn. If the creature is hit by an attack or sees their allies being harmed, they can choose to snap out of it. |
As a bonus action you can target a creature within 30 feet to force them to make a Cha saving throw against your active effect. |
|
20 |
Double effect |
Roll 2d20s and consult this table for each roll. |
On entering a rage, both active effects happen. When activated later, you can choose which effect to activate. |
You benefit from both passive effects. |
Burst out
Starting at 6th level, you can let the magical energy erupt from you once more. As a bonus action while you are raging, you can trigger the active effect again. You can do so an amount of times equal to your proficiency modifier, regaining all charges when you finish a long rest.
If multiclassing grants you a spellcasting feature, you can use a spell slot of 1st level or higher to have an additional use of this feature when the normal charges have been used.
Cataclysmic Trigger
At 10th level, wen you are in danger your magic will immediately lash out. When you take damage, fail a saving throw or if a spell is cast onto you, you can use your reaction to immediately enter a rage. Roll on the Chaos Surge table and apply the passive effects before the instance triggering this reaction.
If you are already raging, you can use this reaction to roll again on the Chaos Surge table, replacing both your active effect and passive effect until your rage ends or until this feature is used again.
In case the passive effects allows you to take a bonus action, you can do that as part of the same reaction.
Suppressed Rage
At 14th level, you have a modicum of control over your chaos. After you roll on the Chaos Surge table, you can choose to reroll and use the new effect instead. Additionally when you enter a rage and don't use the active effect, either as choice on a bonus action or because it was triggered on a reaction, you gain an extra use of your Chaotic Burst feature.
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