Base Class: Barbarian
Modified Version of the Path of the Wild Magic to reflect a more chaotic/bestial inspired Barbarian.
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 Rage Surge
3rd-level Path of Wild Magic feature
The magical energy roiling inside you sometimes 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.
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.
Rage Instability. Whenever you take damage, roll a d20. You trigger a wild surge 1 lower or higher than your current Wild Surge, if the result of the d 20 roll is equal to or less than half the damage you took. Roll a d2 to determine which effect occurs: 1=lower effect, 2=higher effect. Once you trigger a Wild Surge in this way, you cannot trigger another one until the start of your next turn.
Wild Magic
Wild Surge
| d20 | Effect |
|---|---|
| 1 | You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. Roll a d4 to determine damage type: 1=radiant damage, 2=necrotic damage, 3=force damage, 4=psychic damage. A creature takes damage equal to the total on a failed save, or half as much damage on a successful one. |
| 2 | (Persistent) You teleport up to 25 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. |
| 3 | Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action. |
| 4 | (Persistent) Jagged spikes begin to erupt from the ground around you: the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it. Any creature that enters the space, or ends its turn within this terrain, suffers 1d6 piercing damage |
| 5 | Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose among any number of creatures that you can see within 30 feet of you. |
| 6 | (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed. |
| 7 | You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your Rage Damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total. |
| 8 | (Persistent) Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute, persisting even if your rage ends. This effect ends early when you attack or if you trigger another wild magic surge. |
| 9 | A wave of frost erupts from your chest in a 30 ft cone. Roll a number of d8s equal to your Rage Damage. Each creature in the cone must make a Constitution saving throw or take cold damage equal to the total on a failure, half damage on a success. |
| 10 | (Persistent) An arcane aura enshrouds a weapon of your choice you are holding. Roll a d4 to determine the aura: 1=acid, 2=lightning, 3=psychic, 4=poison. Until your rage ends, your weapon deals the damage type rolled instead of its bludgeoning, slashing, or piercing damage. Additionally your weapon is considered to have a 10 ft. reach while this effect is active. |
| 11 | Fire energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes fire damage equal to the total, and you gain temporary hit points equal to the sum of the fire damage dealt to the creatures. |
| 12 | (Persistent) Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage. |
| 13 | 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. |
| 14 | (Persistent) The wild mind within you lashes out when you attack. Your melee attacks deal an additional amount of psychic 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 psychic damage equal to the total. |
| 15 | Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. |
| 16 | (Persistent) Your eyes can pierce through any arcane shroud. You gain true-sight to a range of 60 feet. |
| 17 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you 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. |
| 18 | (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. |
| 19 | You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level. |
| 20 | (Persistent) Echoing strikes. Once per turn, when you successfully hit a creature with a melee attack, a mark is left behind on the creature. At the start of a marked creatures turn, roll a number of d6s equal to your Rage Damage. The target creature suffers the base damage type of your weapon equal to the damage rolled. |
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 d4. The creature regains one expended spell slot, the level of which equals the number rolled, or lower if the creature doesn't have any expended spells slots of that level. Once a creature receives this benefit, that creature can’t receive it again until after a short 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.
Wild Shift
10th-level Path of Wild Magic feature
When you are imperiled during your rage, the magic within you causes your form to shift, immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Shift table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
While under the effect of your Wild Shift Ability are considered Polymorphed and must follow the rules of Polymorph without needing to maintain concentration. You are still considered raging while under the effects of your Wild Shift, and your Wild Shift form lasts as long as you maintain your rage. You can use this feature the number of times equal to your proficiency bonus per long rest.
Wild Shift Table
| D10 | EFFECT |
|---|---|
| 1 | You shift into the form of a Glabrezu |
| 2 | You shift into the form of a Giant Ape |
| 3 | You shift into the form of a Wyvern |
| 4 | You shift into the form of a Aboleth |
| 5 | You shift into the form of an Elemental of your choice. You can choose from Air Elemental, Earth Elemental, Water Elemental, or Fire Elemental |
| 6 | You shift into the form of a Oni |
| 7 | You shift into the form of a Chimera |
| 8 | You shift into the form of a Treant |
| 9 | You shift into the form of a Korred |
| 10 | You shift into the form of a Deva |
Controlled Wilds
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.
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