Barbarian
Base Class: Barbarian

Improved path of wild magic, everything works in the character sheet.

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 and strength of any spell or magic item within 60 feet of you. You also learn the school of spells detected.

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.

 

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.

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. 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.

 
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. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one.
2 (Persistent) You teleport up to 20 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) Plant life temporarily grows 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.
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 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.
10 (Persistent) Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. You can add your Rage Damage to ranged attacks made with this weapon. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
11 Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic 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) 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.
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 illusions. You gain truesight 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) Your 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.
 

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 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.

The d3 improves to a d4 at level 10 and a d6 at level 18

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

10th-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, magic instantly retaliates, dealing 2d6 force damage to the creature that attacked you. You can use this ability once on each of your turn.

This damage improves to 3d6 at level 14 and 4d6 at level 18

Controlled Surge

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 two effects on the table.

Previous Versions

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11/6/2023 9:30:43 PM
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