Barbarian
Base Class: Barbarian

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions equally as powerfully and magic saturates their body.

When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.

 

Lingering Magic

Level 3: Wild Surge 

 

When you enter your rage, you trigger a Wild Surge effect. Roll a d100 on the Wild Surge table to determine the magical effect produced. If you would cast a spell with your wild surge, you do so ignoring the restrictions of your Rage. 

If the Wild Surge effect or a spell cast with your Wild Surge effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier and if it requires spell attack, the modifier is equal to your proficiency bonus + your Constitution modifier. 

You also gain the following features while in your Rage: 

Unstable Rage. Whenever you take 20 or more damage on a hit, roll a d20. If that roll is equal or lower than half the damage you took, you trigger a second Wild Surge, which replace any current Wild Surge active effect. Once you trigger a Wild Surge this way, you cannot do so again until the start of your next turn. 

Directed Chaos. When you roll on the Wild Surge table, you can reroll the d100, but you must use the new roll. You can only use this feature a number of times equal to half your proficiency (rounded up) and regain all expended uses when you finish a long rest.

 

01-04 

Roll on this table at the start of each of your turns for the next 10 minutes, ignoring this result on subsequent rolls. 

05-08 

A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 10 minutes later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block. 

09-12 

For the next 10 minutes, you regain 5 Hit Points at the start of each of your turns. 

13-16 

You have Advantage on saving throws against spells in the next 10 minutes. 

17-20 

You are subjected to an effect that lasts for 10 minutes unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, Tendrils lash around you. Roll a number of d6s equal to your Rage Damage. Each other creature of your choice within 30 feet of you takes necrotic or radiant damage equal to the total, and you gain temporary hit points equal to the sum of the damage dealt to the creatures.; on a 2, your size increases by one size category; on a 3, An intangible spirit, which looks like a flumph or a pixie (your choice), 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 a number d6 of force damage equal to your rage bonus. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action; on a 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. on a 5, Whenever a creature hits you with an attack roll before your rage ends, that creature takes twice your rage bonus in force damage, as magic lashes out in retribution; on a 6, Until your rage ends, you are surrounded by multi colored, protective lights; you gain a half of your rage bonus in bonus to AC, and while within 10 feet of you, your allies gain the same bonus; on an 7 Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies; on an 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 twice your rage bonus in 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. 

21-24 

For the next 10 minutes, one of your allies, have their spells with a casting time of an action, a casting time of a Bonus Action. 

25-28 

You are transported to the Astral Plane until the start of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. You then reroll the d100. 

29-32 

The next time you take the attack action, don't roll the attack's damage dice for the damage. Instead use the highest number possible for each damage die, of each attack. Then reroll the d100. 

33-36 

You have Resistance to all damage for the next 10 minutes. 

37-40 

You turn into a potted plant until the start of your next turn. While you're a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts. Then rerrol the d100. 

41-44 

For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns. 

45-48 

You and up to three creatures you choose within 30 feet of you have the Invisible condition for 10 minutes. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. After all invisibilities wear off reroll the d100. 

49-52 

A spectral shield hovers near you for the next 10 minutes, granting you a +2 bonus to AC and immunity to Magic Missile. 

53-56 

You can take one extra action on this turn. Then rerrol the d100. 

57-60 

You cast a random spell. If the spell normally requires Concentration, it doesn't require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, See Invisibility. After the spell wear off rerrol the d100. 

61-64 

For the next 10 minutes, any weapon you touch deals 1d4 extra Fire damage. 

65-68 

If you die within the next hour, you immediately revive as if by the Reincarnate spell. 

69-72 

You have the Frightened condition until the end of your next turn. The DM determines the source of your fear. Then reroll the d100. 

73-76 

You teleport up to 60 feet to an unoccupied space you can see. Then reroll the d100 next turn. 

77-80 

A strange Aura sheds your weapons, for the next 10 minutes when a creature is hit by you, at the start of their turn they must succed on a Wisdom saving throw or have disadvantage on attacks and saving throws until the end of their next turn. 

81-84 

You radiate Bright Light in a 30-foot radius for the next 10 minutes. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. 

85-88 

Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic or Radiant damage. You regain Hit Points equal to the sum of the damage dealt. 

89-92 

One creature of your choice that you can see within 30 feet of you take 4d10 Lightning damage, Until your rage ends, you can use this effect again on each of your turns as a bonus action. 

93-96 

You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next 10 minutes. 

97-00 

Roll 1d6 On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain an use of your rage; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain half of your hit points; on a 6, all the effects of row 17–20 affect you simultaneously. 

On anything besides a 6 reroll the d100. 

Level 6: Bolstering Magic 

 

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 gains 30 temporary hit points. 
  • 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. 

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. 

Level 10: Unstable Backlash 

 

 

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. 

Level 14: Controlled Surge 

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, or you can roll the die thrice and choose two of them to unleash. 

Comments

Posts Quoted:
Reply
Clear All Quotes