Barbarian
Base Class: Barbarian

As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.

This is a Homebrewed version of the path of wild magic with a table as big as the wild magic sorcerer subclass and some additional changes. I'm confident its way more powerful than the normal Path of wild magic subclass especially later levels and hopefully even more fun (and not completely broken). Would love to hear any feedback you have so i can improve the subclass into what it always was meant to be!

(Took some inspiration from clericnick's version of the Path of Wild Magic Barbarian and the 2024 wild magic sorcerer subclass.)

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 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

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. If the effect requires you to cast a spell you can do so while raging and without using a Magic action.

Wild Magic
1d100 Effect
01–04 Roll on this table at the start of each of your turns until your rage ends, replacing previous effects with the next. Ignoring this result on subsequent rolls.
05–08 Shadowy tendrils lash around you. Each creature of your choice that you can see within 15 feet of you must succeed on a Dexterity saving throw or take 1d6 necrotic damage. You also gain temporary hit points equal to the damage dealt with this effect up to your total barbarian levels. Until your rage ends, you can use this effect again on each of your turns as a bonus action. 

This effects damage increases by 1d6 when you reach 5th level (2d6), 10th level (3d6), 15th level (4d6).
09–12 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
13–16 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.
17–20 You are subjected to an effect that lasts until you end your rage unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by loud music that all creatures within 60 feet of you can hear; on a 2, your size decreases by one size category; on a 3, you start leaking smoke from your ears that last until you scream, at which your head turns red before going back to normal; on a 4, you must whisper when you speak; on a 5, illusory flies buzz in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, all your teeth fall out for 24h; on an 8, your skin turns a vibrant shade of pink for 24 hours or until the effect is ended by a Remove Curse spell. On the start of your next turn if your still raging, roll on this table again.
21–24 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

Additionally at the end of your turn a creature in the area when must succeed on a Strength saving throw or be restrained by the entangling plants until the effect ends. A creature restrained by the plants can use its action to make a Strength check against the Wild surge spell DC. On a success, it frees itself.
25–28  Your body to surges with lightning. Up to three creatures of your choice that you can see within 20 feet of you take 1d10 Lightning damage. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

This effects damage increases by 1d10 when you reach 5th level (2d10), 10th level (3d10), 15th level (4d10).
29–32 Until your rage ends, choose between Acid, Cold, Fire, Lighting or Poison. Until the effect ends your attacks deal an additional 1d4 damage of the chosen type.

This effects damage dice changes when you reach certain levels. The die becomes a d6 at level 5, a d8 at level 10, and a d10 at level 15.
33–36 Until your rage ends, you have Resistance to all damage except psychic.
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. On the start of your next turn if your still raging, roll on this table again.
41–44 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. On the start of your next turn if your still raging, roll on this table again.
45–48 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; on a 10, See Invisibility. On the start of your next turn if your still raging, roll on this table again.
49–52 Until your rage ends, your movement speed is doubled.
53–56 A creature of your choice that you can see within range regains hit points equal to 1d4 + your proficiency. Until your rage ends, you can use this effect again on each of your turns as a bonus action. 

This effects healing dice changes when you reach certain levels. The die becomes a d6 at level 5, a d8 at level 10, and a d10 at level 15.
57–60 Until your rage ends, you can cast counterspell as a reaction.
61–64 Wings sprout from your back. Until your rage ends, you gain fly speed equal to your move speed.
65–68 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

This effects damage increases by 1d6 when you reach 5th level (2d6), 10th level (3d6).
69–72 You cast Fireball on yourself without taking the damage yourself. On the start of your next turn if your still raging, roll on this table again.
73–76  Until your rage ends, you are under the effect of haste without requiring concertation. When the haste ends instead of the normal lethargic effects you are instead slowed as if affected by the slow spell.
77–80  You teleport up to 60 feet to an unoccupied space you can see. On the start of your next turn if your still raging, roll on this table again.
81–84 Choose Acid, Cold, Fire, Lightning, or Poison and exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 2d6 damage of the chosen type on a failed save or half as much damage on a successful one. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

This effects damage increases by 1d6 when you reach 5th level (3d6), 10th level (4d6), 15th level (5d6).
85–88  A creature within 30 feet of you must succeed on a Wisdom saving throw or drop whatever it is holding and have the frightened condition for 1 minute. At the end of each of the creatures turns it makes a Wisdom saving throw, ending the effect on a save.
89–92 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
93–96 You are swept with an extreme sense of lethargic until the start of your next turn. Your rage ends.
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 one expended use of 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 all your expended uses of rage; on a 6, all the effects of row 17–20 affect you simultaneously. On the start of your next turn if your still raging, roll on this table again.

 

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, whenever the creature makes an attack roll, ability check or saving throw the target adds 1d4 to the attack roll, ability check or save.
  • Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). 

When you reach 14th level in this class, you increase the dice to a d6.

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

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.

Magic Mimicry

14th-level Path of Wild Magic feature

Whenever another creature that you can see casts a spell a spell of 7th level or lower you can Counterspell it using a reaction as if casting Counterspell (at 5th level if using 2014 rules). If you successfully stop the spell, on your next turn you can choose to cast the same spell as if it originated from you. You can use this feature while raging.

When you reach 18th level in this class, you increase the maximal level you can counterspell to 9th and the level of the counterspell to 7th.

Once you use this feature, you can’t do so again until you finish a Long Rest.

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