Base Class: Barbarian
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
Magic Awareness
When you choose this path at 3rd level, 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
Also at 3rd level, 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
Wild Magic
d20 Effect
1; Until your rage ends, Your size increases by one size category.
2; As your action, you vomit out a stream of 1d4 × 10 gems, each worth 1 gp, in a line 15 feet long and 5 feet wide. The gems deal bludgeoning damage equal to the previous roll of the die x 5, and the total damage of the gems is divided equally among all creatures in the line. At the start of each of your tuns roll a d6. On a 6, you can use this effect as a bonus action. This lasts until your rage ends.
3; For the duration of your rage, you and all friendly creatures within 30 feet of you gain vulnerability to piercing damage but resistance to bludgeoning and slashing damage.
4; Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d8 force damage, as magic lashes out in retribution.
5; Until your rage ends; you gain 5 temporary hit points at the start of each of your turns. The temporary hit points do not stack.
6; Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level. At the start of each of your tuns roll a d6. On a 6, you can use this effect as a bonus action. This lasts until your rage ends.
7; An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d10 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
8; For the duration of your rage, whenever you hit a creature with an attack roll, they must make a constitution saving throw or their skin turns blue for 1d10 days.
9; You are surrounded by faint, ethereal music for the duration of your rage; you gain a d6 as a bardic inspiration die at the start of your turn until your rage ends.
10; 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, you can summon the weapon to your hand as a bonus action on each of your turns. In addition, it gains a +1 to attack and damage rolls for the duration of your rage.
11; Until your rage ends, you gain the benefits of a see invisibility
12; Your magic bolsters your physical ability, for the duration of your rage, you gain the following benefits; when you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
13; Until your rage ends, when you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws
14; 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.
15; Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 15 feet of you, your allies gain the same bonus.
16; Until your rage ends, illusory, glowing, butterflies and flower petals flutter in the air within 10 feet of you, landing on any hostile creature that gets within range. That creature then has to make a Dexterity saving throw at the start of each of it's turns or be subject to the effects of the Faerie Fire.
17; A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d8 radiant damage and be 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.
18; Flowers and vines temporarily grow around you; until your rage ends, the ground within 20 feet of you is difficult terrain for your enemies and deal an initial 1d4 damage to one creature of your choice as thorns wrap around them.
19; Your skin starts to secret a poison; any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. This effect lasts until your rage ends.
20; You create a 20-foot-radius sphere of fog centered on yourself, that moves where you move. The sphere spreads around corners, and its area is heavily obscured. It lasts until your rage ends or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Bolstering Magic
Beginning at 6th level, 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.
Unstable Backlash
At 10th level, 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 roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect
Controlled Surge
At 14th level, 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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