Barbarian
Base Class: Barbarian

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, the great seas, 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  Primal Path of Wild Magic, manifesting this otherworldly magic.

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 Primal Path of Wild 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

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier ({{savedc:con}}).

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.

Wild Surge
d20 Effect
1 An explosion of fire erupts in a 20-foot radius centered on yourself. Creatures around you, including yourself, must make a Dexterity saving throw and you must roll a number of d10s equal to your Rage Damage, You and the creature take the full amount of damage on a failed save and half as much on a passed save.
2 (Persistent) Your body can move much faster than usual. Your movement speed increases by 20 feet, and your movement doesn't provoke opportunity attacks.
3 (Persistent) Wings sprout from your back, appearing as angelic, feathery bird wings or reptilian dragon wings (your choice) as you gain a flying speed equal to your movement speed.
4 (Persistent) Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
5 (Persistent) 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 30 feet and a long range of 90 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of each attack.
6 (Persistent) You can make a single melee weapon attack as a bonus action on each of your turns. When your rage ends, you suffer one level of exhaustion.
7 A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take Radiant Damage equal to the total and be blinded until the start of your next turn. On a failed save the creatures in line take half damage only.
8 (Persistent) 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 two times your Rage Damage. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
9 Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action.
10 (Persistent) You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
11 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.
12 (Persistent) Your body becomes full of elemental energy. Roll a d10 for the type of elemental damage, until your rage ends, your melee attacks deal an additional amount of elemental damage equal to your Rage Damage.1=Poison 2=Cold 3=Fire 4=Force 5=Lightning 6=Necrotic 7=Acid 8=Psychic 9=Thunder 10=Radiant
13 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.
14 (Persistent) 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. If your character is level 10 or higher, this bonus to AC is +2 as the lights are infused with their own Wild Magic.
15 (Persistent) The air around you is infused with chaotic magic, making it difficult to control. Any enemy caster within 10ft of you must make a saving throw using their spellcasting ability. On failure, they lose concentration on any spell they are concentrating on and cannot cast any spell until the start of their next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
16 (Persistent) Your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total. You also gain resistance to fire damage while this effect lasts.
17 (Persistent) Your visage becomes terrifying. A Creature you can see within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Until your rage ends, you can repeat this effect as an Action.
18 (Persistent) Your mouth transforms into a bestial muzzle or great mandibles (your choice). You can attack using this horrific mouth to deal 1d8 piercing damage on a hit as a bonus action until your rage ends. When you damage a creature with this bite, you regain a number of hit points equal to twice your Rage Damage.
19 (Persistent) 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. On a failed save the creature takes half damage.
20 You take control of the chaotic magic within you and gain the ability to trigger any effect on the surge table.

Unstable Rage

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.

Directed Chaos

Directed Chaos. When you roll on the Wild Surge table, you can change the result of the d20 roll by 1 in either direction (to a minimum of 1 and a maximum of 20), changing which effect is produced. Once you do, you can't do so again until you finish a short or long rest.

Bolstering Magic

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 d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • As an action, you can touch a creature and  to restore one of the creature's expended spell slots. The level of spell slot recovered is equal to half your barbarian level (rounded up). You cannot restore a spell slot of 6th level or higher, and a creature can only have a single spell slot restored to it once per long rest.
  • Roll a d4. The creature gains temporary hit points equal to the number rolled plus your Barbarian level.

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.

Unstable Backlash

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to deal force damage by a number of d6s equal to your Rage Damage ({{scalevalue}}) to the creature AND roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

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.

Controlled Chaos

You've learned to control the chaos within you. Whenever you roll on the Wild Surge 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.

Additionally, you become a wellspring of wild magic while you are raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge table.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2023 5:43:12 PM
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3/10/2023 9:52:14 PM
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