Base Class: Barbarian
If the Weave of magic is a grand, delicate fabric, wizards are meticulous tailors following a precise pattern, and sorcerers are natural seamstresses shaping the threads by instinct. Barbarians who walk the Path of Arcane Fury, however, don't sew. Their souls are tightly wound balls of chaotic arcane yarn, and when they rage, those threads violently snap and unravel.
These warriors have been permanently altered by extreme exposure to raw magical phenomena. The arcane fabric of the multiverse hasn't just touched them—it has been clumsily and tightly knotted directly into their mortal flesh.
For these barbarians, entering a rage is not merely an expression of primal anger; it is the violent unraveling of that magic. When they let slip their fury, they become living, breathing conduits of volatile energy. Their rage frays the boundaries of reality, causing chaotic surges of elemental and mystic power to erupt around them in unpredictable bursts.
Warriors of this path are feared for their sheer, overwhelming presence on the battlefield. They act as flesh-and-blood arcane batteries, capable of weaponizing magical backlash or channeling their tangled reserves into their allies to bolster their spells. They are storms of furious magic, proving that the arcane arts do not always require a needle and thread—sometimes, you just have to rip the fabric apart.
Lingering Magic
Your connection to the mystic forces grants you a heightened sense of magical energies. You can cast the detect magic spell innately, without expending a spell slot or requiring spellcasting components. For this spell, your spellcasting ability is Constitution, reflecting your deep bond with the arcane. When you detect magic, your body emits a faint glow in a color that corresponds to the detected school of magic, the hues of which you can choose. You can use this feature a number of times equal to your proficiency bonus. All expended uses are regained after you finish a long rest.
Wild Surge
The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Surge 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 Surge
| d20 | Effect |
|---|---|
| 1 | Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to the total. You also gain temporary hit points equal to 1d12 plus your barbarian level. |
| 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, roll a number of d6s equal to your Rage Damage. The spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take force damage equal to the total. Until your rage ends, you can use this effect again, summoning 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 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. |
| 5 | 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. |
| 6 | 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. |
| 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. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. A creature that succeeds on this save is immune to being blinded by this effect for 24 hours. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 9 | You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d6s equal to your Rage Damage. A creature that fails takes fire damage equal to the total. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 10 | Your body becomes wreathed in flames. Until your rage ends, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. |
| 11 | Healing energy radiates from you. You restore a number of hit points to one creature you can see, including yourself, within 30 feet of you equal to 1d6 + your Rage Damage. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 12 | You become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total. |
| 13 | You are borne aloft. Until your rage ends, you gain a flying speed equal to your walking speed. |
| 14 | Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and then fall prone. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 15 | Light bends around you. You and anything you are wearing or carrying becomes invisible. This invisibility ends immediately after you make an attack or cast a spell. Until your rage ends, you can use this effect to become invisible again on each of your turns as a bonus action. |
| 16 | Your eyes can pierce through illusions. Until your rage ends, you gain truesight to a range of 60 feet. |
| 17 | Arcane energy taps into the minds of those around you. Choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you 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. |
| 18 | You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must make a concentration check to maintain the spell. The DC is equal to 10 or 8 + the spell's level, whichever is greater. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 19 | Your body can move much faster than usual. Until your rage ends, your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. |
| 20 | Energy floods into your body. Until your rage ends, you can make one additional attack when you take the Attack action on your turn. |
Bolstering Reserves
You can channel the magic surging inside you into other creatures. You have a pool of magical energy that replenishes when you finish a long rest. The maximum amount of energy in the pool is equal to your proficiency bonus. 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:
- You can expend energy from the pool to restore one of the creature's expended spell slots, expending an amount of energy equal to the slot level. You cannot restore a spell slot of 6th level or higher, and a creature can only have a single spell slot restored to it this way once per long rest.
- The creature instead gains temporary hit points equal to five times the amount of energy expended, up to a maximum of 25 temporary hit points.
Chaotic Backlash
The magic crackling within your soul lashes out in times of danger. As a reaction when a creature within 60 feet of you forces you to make a saving throw while you are raging, you can roll on the Arcane Backlash table to determine an elemental type and deal 3d6 damage of that type to the creature.
Arcane Backlash
| d10 | Elemental Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
Controlled Chaos
Whenever you roll on the Wild Surge 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.
Additionally, while you are raging, you become a wellspring of wild magic. You can use a bonus action to trigger a Wild Surge and roll on the Wild Surge table. You can use this bonus action a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Previous Versions
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11/12/2022 3:34:21 PM
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1/16/2024 2:34:40 AM
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5/27/2026 2:54:00 AM
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Coming Soon
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