Barbarian
Base Class: Barbarian

You best hope your Dm accepts this, because whilst it does have a Lot of Benefits; You could just Explode and Die immediately in the Conflagration of your pride.

But Hey, who Doesn't like to gamble with their Party's Safety!(Cough-Cough Sorcerers) 
Just Remember not to make the other Players Miserable whilst you're at it.

Oh, and if you want to be a Little Extra; You could be playing an Elf who is a Reincarnation of Johnny Pinevale(As that's how all elves work) and every time you Rage, Your Elf Grows to about 6'6 and gets Buff as Hell!

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.

Johnny's 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. 

Johnny's Wild Magic
D24 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
3 For the next minute, you must shout when you speak.
4 You cast polymorph on yourself. If you fail the saving throw, you turn into a beast (DM's choice) of CR 1 or below for the spell’s duration.
5 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.
6 You cast fog cloud centered on yourself.
7 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 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
8 You cast fireball as a 3rd-level spell centered on yourself.
9 Your skin turns a vibrant shade of blue.
10 You cast confusion centered on yourself
11 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.
12 You are surrounded by faint, ethereal music for the next minute.
13 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.
14 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
15 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
16 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
17 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.
18 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
19 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
20 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
21 You are immune to being intoxicated by alcohol for the next 5d6 days.
22 You are frightened by the nearest creature until the end of your next turn.
23 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. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
24 Your hair falls out but grows back within 24 hours.

Reckless Constitution

3rd-level Path of Wild Magic feature

You can manipulate the force of the untamed magic within you to gain resistance on source of damage, or grant yourself advantage on a saving throw or ability check. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic table immediately after you use your Reckless Attack. You then regain the use of this feature.

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, the creature can roll a d3 whenever making an attack roll or an 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.

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.

Arcane Rebuke

10th-level Path of Wild Magic feature

The magic crackling within your soul lashes out. When a creature you can see forces you to make a saving throw while you are raging, you can use your reaction to make a weapon attack against that creature, which hits the creature no matter the range. You roll for the attack and damage as normal.

If the caster of this spell is casting a concentration spell, or is already concentrating on one, they roll a constitution throw.

Arcane Juggernaut

14th-level Path of Wild Magic feature

You can use an action whilst raging to grow in size as per the Enlarge spell for 1 minute, whilst under this effect you gain the effect of being able to deal double damage against objects and structures. You cannot use this ability again until they finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/20/2026 11:34:41 AM
40
7
5e
Coming Soon
Johnny's Path Of Wild Magic(Cleaned-Up Edition) Image

Comments

Posts Quoted:
Reply
Clear All Quotes