Base Class: Barbarian
Barbarians that choose the path of wild magic gain the ability to cast magic, much like a sorcerer.
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
[roll]1d8[/roll]
1 | you cast a 2nd level spell of your choice without expending a spell slot or requiring any components
2 | grass grows in a 15 foot radius of you and is difficult terrain for your enemies, and reverts to its normal length when your rage ends
3 | the nearest hostile creature must succeed on a Con saving throw or take [roll]3d12[/roll] necrotic damage or half as much on a save
4 | you regain up to 20 hp, with any remainder being stored as temporary hit points. Any remaining temporary hit points disappear when your rage ends
5 | you can teleport up to 60ft as a bonus action on each of your turns until your rage ends. When you teleport in this way you do not provoke opportunity attacks
6 | for the duration of your rage, your speed is halved and you gain a +5 bonus to all rolls
7 | you take [roll]1d6+1[/roll] psychic damage and up to 5 creatures you choose within 50ft must succeed on a Con saving throw or take [roll]2d6[/roll] thunder damage and [roll]2d6[/roll] radiant damage and be blinded and deafened. On a success, the creature takes half as much damage and is not blinded or deafened
8 | roll twice on this table, rerolling this result. If you roll the same number twice, instead pick any one effect from the table to trigger
Protective surge
While raging you gain resistance to all damage except psychic, as well as you and all of your allies within 10ft gaining a +3 to AC
Spell protection
Whenever you re targeted by a harmful spell, you can use your reaction to make a DC 15 Str saving throw to deflect the spell back at the caster.
Controlled chaos
Whenever you need to roll on a wild magic table, roll twice and choose one effect.
Wild spells
Whenever you cast a spell, roll [roll]1d20[/roll]. If you roll a 11 or above, you cast the spell as normal. If you roll a 2 to 10, you cast a random spell of 4th level or lower. On a 1, you fail to cast the spell and the spell slot is wasted. Optionally, you can have a minor, purely cosmetic effect occur, such as a failed light spell generate a tiny speck of light.
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