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.
While that is how the story usually goes some follow a different path, some sorcerers who channels their magic through their emotions choses not to learn spells but to let their magic out as unrefined bursts. Some may find themselves with too much arcane energy coursing through their system and release it subconsciously. Some are purpose made freaks of magic, blood hounds to sniff out mages and crush them with their might.
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 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.
| d8 | Effect |
|---|---|
| 1 | Shadowy tendrils lash around you. 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 1d12 temporary hit points. At 6th level both the damage and the temporary hit point roll increase to 2d12, at 10th level it increases to 3d12 and finally at 14th level it increases to 4d12 |
| 2 | 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. |
| 3 | An intangible spirit, 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 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. At 6th the damage roll increase to 2d6, at 10th level it increases to 3d6 and finally at 14th level it increases to 4d6 |
| 4 | 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, the weapon reappears in your hand at the end of the current turn. |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. At 6th the damage roll increase to 1d8, at 10th level it increases to 1d10 and finally at 14th level it increases to 1d12 |
| 6 | 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. |
| 7 | Flowers and vines temporarily grow around you; the ground within 15 feet of you is difficult terrain for your enemies additionally, creatures of your choice within the difficult terrain must succeed on a Dexterity saving throw or have their speed reduced to 0 until the end of their next turn as the rampant growth wraps around them, Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 8 | 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 1d6 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. At 6th the damage roll increase to 2d6, at 10th level it increases to 3d6 and finally at 14th level it increases to 4d6 |
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.
- The creature regains one expended spell slot, the level of which is equal to or lower than your rage bonus (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.
Arcane Absorption
10th-level Path of Wild Magic feature
Magic runs deep into your veins, and burst out at your whims, your body has formed a ward to prevent this magic from destroying you completely. While you are raging you have resistance to damage from spells.
Unstable Backlash
14th-level Path of Wild Magic feature
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.
Previous Versions
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9/29/2023 7:49:02 PM
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10/2/2023 12:21:41 PM
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10/2/2023 12:32:48 PM
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