Barbarian
Base Class: Barbarian

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. A barbarian exposed to these realms 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.

Level 3: Magical Awareness

As a Magic action, you open your awareness to the presence of magic. You learn the Detect Magic spell as an innate spell. For you, it has a duration of 1 minute and does not require Concentration. While your awareness is open, you can also detect the presence of curses but not what a curse is or its properties. 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.

Level 3: Wild Surge

When you enter your rage, roll on the Wild Magic table below 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 Table

d12 Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 necrotic damage per Rage Damage Bonus. You also gain 1d6 temporary hit points per Rage Damage Bonus.
2 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.
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 1d4 force damage per Rage Damage Bonus. Until your rage ends, you can summon another spirit on each of your turns as a Bonus Action.
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 a bonus to attack and damage rolls equal to half your Rage Damage Bonus (rounded down). Your weapon also 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, it reappears in your hand at the end of the current turn.
5 Until your rage ends, whenever a creature hits you with an attack roll, that creature takes 1d4 force damage per Rage Damage Bonus, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicoloured, protective lights; you gain a bonus to AC equal to half your Rage Damage Bonus (rounded down), and while within 10 feet of you, your allies gain +1 to their AC.
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.
8 A bolt of light shoots from your chest. A creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d4 radiant damage per Rage Damage Bonus 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.
9 You become as light as a feather. Until your rage ends, you and a number of creatures within 30 feet equal to your Rage Damage Bonus can move as if under the effects of the Jump spell, and take no damage from falling, landing softly with a burst of colorful feathers each time.
10 An unseen spectral hand follows you. Until your rage ends, you may control the hand as if using the Mage Hand spell, except that it can make unarmed attacks as a Bonus Action, and carry objects of up to 30 pounds.
11 You emit a quick pulse of protective magical energy. You and all allies of your choice within 10 feet of you gain temporary hit points equal to 1d6 per Rage Damage Bonus. These temporary hit points persist after your rage ends.
12

Spectral hawk wings erupt from your back.

  • You gain a flying speed of 30 feet. 
  • When you are targeted by a ranged attack, you can use your reaction to gain a +2 bonus to AC against that attack, potentially causing it to miss.

You can use this reaction a number of times equal to your Rage Damage Bonus during this rage.

Bolstering Magic

You can harness your wild magic to bolster yourself or a companion. As an bonus 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 d3 whenever making an attack roll or ability check and add the number rolled to the d20 roll.
  • 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.
  • As part of your Bolstering Magic, you can expend a number of your Barbarian Hit Dice equal to your Rage Damage Bonus. The target gains temporary hit points equal to the total rolled. Once you use this option, you can’t do so again until you finish 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

Unstable Backlash

When you are imperiled during your rage, the magic within you can lash out. Once per turn, immediately after you take damage or fail a saving throw while raging, you can roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. 

Controlled Surge

At 14th level, 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.

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