Barbarian
Base Class: Barbarian

You are a beacon of chaos. Whether you were born thisway, bestowed with this power, or somehow stumbled uponit, a primal unstable magic flows through your very being.Keeping calm allows you to keep the chaos at bay, but whenyou start to lose yourself in a rage, the chaos is unleashed…and it feels good.

ARCANE SIGHT

3rd-level Path of Wild Magic feature

You can cast Detect Magic  a number of times equal to your proficiency bonus, withoutexpending a spell slot or requiring concentration orspell components.

WILD MAGIC RAGE

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.

Wild Magic

d20 Theme  Visual  Active Pssive
1 Shadow Tentacle TempHP You shed dim light in a 10ft radius as tendrils of shadow whip around you Each creature within 30ft of you must makea Con Save. Failure: It takes 2xPB Necrotic damage. You then gain an amount of Temp HPequal to half the damage dealt When you take the Attack Action, you can forgo 1 attack to make a specialattack that has a reach of 30 ft and deals 1d12 Necrotic damage
2 Teleport Your movementappears to flicker andshift like the pages of abook flipping from onepage to another You teleport to an unoccupied space within 120ft of you When you take the Attack action, you can teleport to an unoccupied spacewithin 30ft of you that you can seebefore you make an attack
3 ExplodingEnergy Orbs You release orbs ofunstable energy thatorbit around you You hurl 3 orbs at random points (determinedby the GM) within 30ft of you that you cansee󰀮 Each creature within 5ft of a point mustmake a Dex Save. Failure: It takes 2xPB ForceDamage When you take the Attack Action you can forgo 1 attack to hurl an orb at apoint within 30ft of you that you can see. Each creature within 󰀵ft of thepoint must make a Dex Save. Failure: It takes 2xPB Force Damage
4 Ranged ForceWeapon Your weapon surgeswith glowing andcrackling energy. An eruption of magical energy causes a meleeweapon you are wielding to burst forth from you toward the farthest target within 120 ft of you. The target must make a Dex Save. Failure: It takes the weapon’s normal damage plus󰀵xPB Force damage. Your weapon now deals Force damage and gains the Thrown property (range 20/60) When you make a rangedweapon attack with the weapon, it reappears in your hand immediately after the attack hits or misses.
5 LightningReturn Chain Your body crackles with lightning Lightning arcs from you to the closest target within 30ft of you. It then arcs from that target to another target within 30ft. It can continuearcing in this manner up to 3 times but the lightning cannot hit the same target more thanonce. A target must make a Con Save. Failure: It takes 2xPB Lightning damage Success: It takes half damage. When a creature within 60ft of youhits you with an attack󰀬 it immediatelysuffers 1d10 Lightning damage as a boltof lightning arcs from you toward it.
6 Protective Forcefield Energy You release cubes ofmulti󰀭colored energythat orbit around you󰀮 The cubes form a shield of light that grants you a +5 bonus to your AC until the end of your next turn While you are not Incapacitated, you and friendly creatures within 30ft of you gaina +1 bonus to AC
7 DifficultTerrain Vines Flowers and vines temporarily grow around you likean uncontrollabledruidcraft All creatures within the 15ft of difficult terrainmust make a Str Save.Failure: They areGrappled and take 1d6 Slashing damage. Mundane plants within 15ft of you gnarland twist, transforming into difficultterrain
8 RadiantBlinding Light Your entire body glows bright light in a 30ft area around you A blinding flash of light emits from you andall creatures who can see you in a 30ft radiusmake a Con Save.Failure: They are Blindedand take 1d6 Radiant damage Attacks made against creatures within 30ft of you (including yourself) are made with ADV
9 Summon Spectral Berserker (link) Energy flows out of you into a randomspace within 󰀱󰀰ft thatforms into some kind ofcreature You create a Spectral Berserker that rampages wildly, taking their turn immediately after yours. It spends its turn moving toward andattacking the closest nearby creature that itcan see, If it cannot see a creature when itstarts its turn, it spends its turn destroying itsnearby surroundings You can use a Bonus Action to command the Spectral Berserker where to moveand to take an Action that is available to it
10 RandomElement AoE Energy of a randomelement radiates in a 5ft area around you Elemental energy erupts from you. Each creature within 20ft of you must make a DexSave.Failure: It suffers 2xPB damage. Roll a 1d4 The damage type isAcid(1) Cold (2) Fire (3)or Lightning (4) Each creature that starts its turn within 5ft of you suffers 1d6 damage. The damage type is the same as the Active effect
11 MovementSpeed Your movementsbecome quick and erratic, everymovement you make isat full speed Until the end of your next turn, your speed isdoubled and you gain an additional attack when you take the Attack Action Your speed increases by 20ft. and opportunity attacks made against you have DisADV
12 Enlarge /Strength You double in sizebecoming far largerthan before󰀮 You temporarily surge with extreme might.Until the end of your next turn, your jumpheight and distance increases to 40ft and yougain a bonus d12 to checks and damage rollsthat use Strengt You become 1 size larger, and gain abonus d4 to checks, saves, and attackrolls that use Strength
13 RangedBlaster A random type ofenergy gathers andsurrounds yourforearms and hands Elemental projectiles burst from you toward the 3 farthest targets within 120ft of you. Each target must make a Dex Save.Failure: It suffers 2xPB damage󰀮 Roll a d4, The damage type isAcid(1) Cold (2) Fire (3)or Lightning (4) When you take the Attack Action, you can forgo 1attack to make a specialattack that has a range of 120ft and deals 1d10  your Strength modifier damage. The damage type is the same as the active effect
14 Flying Your feet float off theground and you hoverslightly Until the end of your next turn󰀬 you have afly speed of 60ft and cannot be targeted byopportunity attacks You gain the ability to hover and floatabove the ground. Difficult terrain doesnot affect you and you can also floatupwards to a maximum height of 20ft about the ground.
15 Mind Control /Possession Purple energy emitsfrom your head and your eyes glow Creatures within 10ft of you must make a WisSave. Failure: It rages uncontrollably, spendingits turn attempting to kill the nearest creatureit can see with extreme haste Creatures within 10ft of you also enter a Rage as if they had 1 level in theBarbarian class
16 Invisibility You become partiallytransparent and seethrough Until the end of your next turn, you become invisible. This effect ends early if you make an attack Your body is slightly translucent; all attacks against you have DisADV
17 Water Shoving Water pulls up fromthe ground or othersources and swirlsaround you. A typhoon of water bursts forward in a 15ft wide 60ft line in the direction you are facing.Each creature in its path must make a Str Save.Failure: It gets pushed up to 30ft. If it collides with a solid object (such as a wall) or another creature, it takes 1d6 Bludgeoning damage forevery 5ft moved. You gain a swimming speed equal to your walking speed, and can breathe underwater. When you take the Attack Action, you can forgo 1 attack to hurl a blast ofwater at a target within 15ft of you. The target must make a Str Save Failure: It’s pushed 15ft away in a direction of your choice. If it collides with a solid object (such as a wall) or another creature, it takes 1d6 Bludgeoning damage for every 5ft moved
18 Healing &Curing You glow with a lightgreen (or white) aurathat gathers in yourhands Each ally creature within 30ft of you regains 1d8 HP, and you regain an amount of HP equal to twice the HP restored When you take the Attack Action, you can forgo 1 attack to touch a creature, it regains an amount of HP equal to 1d8 your Strength modifier. Alternatively, you can end 1 poison effect or diseas eafflicting the creature. Restoring acreature in this way counts as an attackfor the purposes of maintaining yourRage
19 ReflectiveMagic A dull white energyglows in your handsslightly shifting in color The next time a creature within 30ft of youcasts a spell that targets another creature (including you)󰀬 you can attempt to gaincontrol over the spell. Make a Strength Check contested by the caster’sSpell Save DC󰀮Success󰀺 You can change the target of the spellto another creature within range When you take bludgeoning, piercing, or slashing damage, you gain a number of charges equal to half the damage taken. When you hit a creature with amelee weapon, you can spend all storedcharges to deal extra damage to thetarget equal to the number of chargesspent
20 Copy CreatureEffect You take on the traitsor abilities of a randomcreature near you You gain access to the special senses, spell list,and proficiencies of a random creature within 30ft of you (determined by the GM)󰀮 Your appearance changes to reflect characteristicsof the creature, such as eye color, hair color,hairstyle, clothing, skin or body features bothmagical and natural (you choose your new appearance) You gain the traits of the creature󰀬including its damage immunities󰀬resistances󰀬 and vulnerabilities󰀮 This canalso include regular abilities that thiscreature can do
 

EMBRACE CHAOS

6th-level Path of Wild Magic feature

While raging, you can use a Bonus Action on your turn to trigger the active effect of the result you rolled on the Wild Magic Rage table when the rage began. You can use thisb Bonus Action a number of times equal to your prof. bonus per Long Rest

WILD MAGIC REBUKE

10th-level Path of Wild Magic feature

When a hostile creature attacks you or forces you to makea save, you can use your Reaction to immediately enter arage, expending a usage when you do so. If you are alreadyraging, you can instead expend a use of your rage to roll onthe Wild Magic Rage table again, triggering the active effectand gaining the new passive effect. This replaces the previouseffect from the Wild Magic Rage table.t.

CHAOS CONQUERED

14th-level Path of Wild Magic feature

When you use an active or passive effect from the WildMagic Rage table that affects 1 or more targets, you can nowchoose which targets within range are subjected to the effects.Additionally, when you roll on the Wild Magic Rage table,you can choose to reroll, but you must use the new roll..

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