Base Class: Barbarian
A magical path making your body make unexpected magical things everytime you get hit.
The main feature is the wild surge table including more things that could happen to make the combat more chotic and messy more like the barbarian way of playing.
Upgraded Wild Surge
The magical energy roiling inside you sometimes erupts from you. Everytime you take damage while in your rage, roll on the Wild Magic table to determine the magical effect produced (d100).
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. If the effect require you to cast a spell, your spellcasting ability is Constitution.
|
d100 |
Effect |
|
1-2 |
you can't feel your legs suddenly and you fall. On your next turn your legs will transform into a beast shape. You or your GM can decide which specific animal and it grants you this animal’s traits. This effect lasts for 1d4 hours. |
|
3-4 |
a crown is formed on your head. You can add your con modifier to wisdom saves in the next one minute. |
|
5-6 |
you get blinded to the next 2 rounds. |
|
7-8 |
your weapon of choice glows and it's now become a +3 weapon, though every attack made with this weapon is made with disadvantages. This effect ends at the end of your next turn. |
|
9-10 |
you grow a set of wings. And your flying speed is 30 feet. These wings last for the next 10 minutes. |
|
11-12 |
your body is now a giant magnet. Every metal artifact or weapon within 15 feet of you is flying towards you and sticking to your body. This effect lasts for 1d6 rounds. |
|
13-14 |
you switch places with one of the creatures in the battle field (role to determine which). |
|
15-16 |
you cast fireball as a 3rd level spell on yourself. |
|
17-18 |
a part of your skin turns into stone. Your speed is reduced by 5 feet but you gain +1 to AC. This effect lasts for 1 hour. |
|
19-20 |
a strong sound burst out of you. Every creature in a 30 foot circle from you, including you must succeed on a wisdom save or take 1d8 thunder damage. |
|
21-22 |
you cast Fog Cloud on yourself as a 1st level spell. |
|
23-24 |
you turn into a closet, this effect lasts for 10 minutes or until another creature hits you in this form. |
|
25-26 |
A small lightning falls on you. Every creature within 5 feet of you including you must make a dex save. On a failed save, they take 3d6 lightning damage or half as much in a successful one. |
|
27-28 |
your gear switches places with the creature that hitted you. |
|
29-30 |
you get maximum damage on your next damage roll. |
|
31-32 |
the ground beneath you cracks. The floor within 10 feet square of you becomes magical difficult terrain. |
|
33-34 |
your favorite food appears in your mouth (no harm intended). |
|
35-36 |
you become one size smaller. This effect ends after 10 minutes. |
|
37-38 |
a magical animal ghost enters the fight (it's up to the GM to choose how it enters and what animal) the animal starts singing until the fight is over and then disappears. |
|
39-40 |
you get a positive warm wave in your body. You get to add a d8 to the next ability check, attack roll or saving throw. |
|
41-42 |
your hair suddenly gets wet causing you to look extra good. Every creature within 60 feet of you that can see you clearly has to succeed on a wisdom save or be charmed by you. |
|
43-44 |
A Boggle is spawned in the fight. It is harmless unless someone tries to attack it. Until they attack it, the Boggle will spend its turn to use its 'Boggle Oil.' action and it will be controlled by either the GM or you (up to the GM). The Boggle disappears after 24 hours or when someone kills it. |
|
45-46 |
if it isn't raining, it will start to. If it's already raining, the rain becomes snow. |
|
47-48 |
a big blast burst from your chest. Every creature within 30 foot length and 5 foot wide line must succeed or a dex save or take 2d4 radiant damage. |
|
49-50 |
you and every ally of yours within 30 feet of you gets 1d8 temporary hit points for the next 8 hours. |
|
51-52 |
you become stronger. Your strength modifier increases by one for the next one minute. |
|
53-54 |
you get a horrible vision from your past. Make a wisdom save. If you fail this save, you are frightened by the creature that hitted you. |
|
55-56 |
you become really tired. You get an exhaustion point, and every magic that is made to put you to sleep is made with advantage (or a disadvantage to you if it's a saving throw). |
|
57-58 |
your skin color and hair color changes randomly. |
|
59-60 |
you create an aura within 10 feet of you, every creature/object including you, within this aura is under the effect of the spell Levitate. This effect lasts for the next 1 minute. |
|
61-62 |
all weapons and arcane focuses are switched with random, everyday-life, harmless objects, though their stats and function remain the same. |
|
63-64 |
all creatures concentrating within a 120ft. from you get their concentration broken. |
|
65-66 |
your body starts shining with colorful and happy dancing lights. |
|
67-68 |
you start to look at a creature in the battlefield from another perspective. You must succeed on a WIS saving throw or be charmed by the creature and have deep feelings for them. |
|
69-70 |
you become 5 years younger. This effect lasts for the next 2 hours. If your total age get lower than zero, you return to your original age. |
|
71-72 |
one of the creature’s in the field gets some bad news, they could get it through a messenger (person, elemental, animal) or through other means (up to the GM.) |
|
73-74 |
you and every creature within 30ft. of you get vulnerability to bludgeoning, slashing and piercing damage for the next 1 minute. |
|
75-76 |
you get itchy, you have disadvantage on attack rolls for the next 1d4 rounds. |
|
77-78 |
a unicorn (or any other mythic creature to the GM choice) appears running in the battlefield, and right afterwards disappears. |
|
79-80 |
your limbs all magically grow, your reach increases by 5ft. and your height increases by 1.5 feet. |
|
81-82 |
you grow fins in between your fingers and gills on your neck. You gain a swimming speed of 30ft. and can breath both water and air. This effect lasts for the next 8 hours. |
|
83-84 |
you mysteriously become smarter, you get +3 in all arcana, history, investigation, nature and religion checks and your tone and language become smarter. This effect lasts for the next 10 minutes. |
|
85-86 |
you throw up, your puke is angry with you and crawls away. |
|
87-88 |
you use your reaction to flip, this flip is accompanied with bright blue energy. |
|
89-90 |
all surfaces within 30ft. radius from you becomes ice, and extra slippery one as well. |
|
91-92 |
you grow a french-looking mustache. |
|
93-94 |
you cast polymorph on yourself turning yourself into a pony. The effect ends early if you take damage. |
|
95-96 |
a medium sized bathroom stall magically appears on the battlefield, if and only if opened, an angry Half-Ogre will come out. |
|
97-98 |
you spit lava, with a range of 10ft. and deals 1d12 Fire damage. |
|
99-100 |
all creatures have disadvantage on attack rolls against you until the end of your next turn. |
Magic Awareness
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.
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 d6 whenever making an attack roll, saving throw 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 (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.
Controlled Surge
level 10 Better 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.
Magic Expert
level 14th Better Path of Wild Magic feature
Your connection to magic has grown stronger and is now more powerfull. starting at 14th, you can now cast and concentrate on spells while raging. You also learn 6 different spells from the sorcerer spell list, Constitution is your spell casting ability for these spells:
- You learn the Shield, the Jump and the Catapult spells and you can cast them as 1st level spells.
- You learn the Misty step and Enhance Ability spells and you can cast them as a 2nd level spell.
- You learn the Haste spell and you can cast it as a 3rd level spell.
You can cast all first level spells 3 times. As for second level spells, you can cast them twice. You can cast third level spells only once and you reagain all uses once you finish a long rest. You can also cast each spell with a higher level spell slot.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/9/2023 7:13:33 AM
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11
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1
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1
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Coming Soon
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9/23/2023 12:03:30 PM
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8
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1
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Coming Soon
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4/6/2024 1:58:47 PM
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61
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12
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Coming Soon
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