Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Chaotic Beast have been imbued with every savage bit of the natural world. They have given their lives over to the Earthmother and she has given them power in return. It can be gentle and persistent, like the flowing river, or have the brutal force of a wildfire. They may be a savage beast, but no one can deny they are blessed by the Earthmother. 

Primal Surge

The Earthmother responds to your righteous fury and offers you a bit of her power.

Wild Surge Effects Chart 

  1. A white dragon wyrmling appears for three turns and then disappears
  2. Attack modifier becomes Wisdom instead of Strength for 5 turns
  3. Every creature within a 30ft radius takes 1d10 necrotic damage. Regain HP equal to the sum of the lost HP  
  4. Advantage for 1 minute on all attack rolls 
  5. Disadvantage for 1 minute on all attack rolls 
  6. Creatures within a 10 ft radius must succeed on a DC 15 Strength saving throw or be knocked prone 
  7. Cast Fireball centered on yourself as if affected by Careful Spell Metamagic (allow up to Charisma modifier amount of creatures to auto-save their saving throw, with a minimum of one). The damage is calculated by level - 4 for spell slot, with a minimum of level 1
  8. Turn into a potted plant for 1 minute. You cannot be attacked in this state and will revert back to normal, in prone position, if the pot is broken
  9. A swarm of bees appears in front of you
  10. Immunity to fire damage for 1 minute
  11. Disadvantage on all saving throws for 1 minute 
  12. All creatures within a 10ft radius (excluding yourself) turn invisible for 3 turns 
  13. For 1d4 turns, you can only speak gibberish 
  14. Allies within a 20ft radius gain 10 temporary HP; you take 1d10 bludgeoning damage 
  15. All creatures within a 30ft radius lose two of their highest spell slots
  16. All creatures within a 30ft radius regain two of their highest spell slots (if no spells have been used, gain 1d4 HP instead)
  17. Cast Blink 
  18. Four moose appear within 10ft of you and disappear after 1 minute 
  19. One owlbear appears within 10ft of you and will disappear after 1 minute 
  20. Cast Haste any creature within 30ft (other than yourself) for 1d4 turns 
  21. Shadows cover one weapon currently being wielded. For 1 minute, it deals Psychic damage. If the weapon is dropped, the effect dissipates 
  22. Cast Fear on every creature within a 30ft radius (including yourself). Roll a Wisdom saving throw of DC 8 + your Strength modifier or be Feared for 1d4 turns
  23.  Plantlife explodes around you, creating difficult terrain 
  24. A pale pink aura explodes around you. All projectiles within a 10ft radius turn into flowers for 1 minute
  25. All creatures within a 20 ft radius regain HP equal to 1d10 + Wisdom. Infernal, Abyssal, or Undead creatures instead lose HP
  26. All creatures in a 10ft radius swap genders for 1d4 days
  27. You can only speak Draconic until your next Long Rest
  28. Your Initiative becomes 1 for all turns after the current 
  29. Three alligators appear within 10ft of you and disappear after 1 minute
  30. The closest creature to you turns into a cactus. This effect will dissipate after 1d4 days 
  31. You and any creature within 10ft of you disappear for 1d4 turns and reappear nearby 
  32.  Casts a 30ft radius of Silence for 1 minute 
  33. Creates a 30ft radius of Wild Magic. All spells cast within this radius have a 50% chance to go Wild (use this table for effects) 
  34. You become invisible for 1 minute
  35. Every creature within a 10ft radius must roll a DC 12 Wisdom saving throw or become a Flumph for 1d4 days 
  36. Add a +2 Charisma modifier for 1d12 days 
  37. You turn into a tree until the start of your next turn. While a tree, you are incapacitated and have vulnerability to fire and frost damage and resistance to non-magical melee attacks and lightning damage. If you drop to 0 hit points, your tree form falls, and you revert back to your original form.
  38. Every creature within a 10ft radius must make a DC 15 Strength saving throw or take 2d12 Fire damage 
  39. Leaves sprout across your body for 1d4 days. The leaves change depending on your surroundings 
  40. Create a one-way portal to the Fire Plane
  41. Ask the DM for a random animal. You are now that animal for 1 minute
  42. Ask the DM for a random animal. Every creature within a 10ft radius is now that animal for 1 minute 
  43. You are now 1d4 inches shorter
  44. You are now one year younger 
  45. Your hair turns blue for 1d4 days
  46. A bear appears within 10 ft of you and disappears after 1 minute
  47. 1d12 wolves appear within 10ft of you and disappear after 1 minute
  48. Two mountain lions appear within 10ft of you and disappear after 1 minute 
  49. Ten geese appear within 10ft of you. They do not disappear 
  50. A magical shield forms over you, giving you +2 AC and protection from Magic Missile 
  51. Creates a 30ft radius of Dead Magic
  52. Creates a 20ft radius sphere of Darkness centered on you
  53. You gain Darkvision for 1d4 days
  54. You become Blinded for 1d4 turns 
  55. Incapacitates the creature with the lowest Strength within a 15ft radius 
  56. The area in a 30ft radius becomes a field of solid ice, creating difficult terrain. All creatures on the ice field must succeed on a DC 10 Constitution saving throw at the end of each turn or gain one level of exhaustion
  57. Your weapon becomes wrapped in lighting and deals Lighting damage instead of its normal damage. Also, add 2d4 damage, but take half the damage dealt as the lightning shocks you as well
  58. The enemy nearest to you explodes in a burst of thunderous energy, dealing 2d6 Lightning damage to everyone in a 10ft radius
  59. Cast Dancing Lights 
  60. All magical items within 30ft of you glow for 1d8 days
  61. A thunderstorm begins, causing difficult terrain and lowering visibility by 10ft. Also, if any creature rolls a natural 1, they are struck by lightning for 3d12 damage
  62. Roll a d6 and your race changes (see below). It will stay as that race for 1d4 days or until Dispel Magic has been cast 
    1. Dragonborn
    2. High Elf 
    3. Kenku
    4. Tortle
    5. Centaur 
    6. Bugbear 
  63. Every creature in a 15ft radius has to make a DC 12 Con save or they fall asleep for 1d4 rounds
  64. There is a burst of silent and illusionary fireworks in a 50ft radius around you, and all creatures who can see them are stunned until their next turn
  65. The world seems to slow to a crawl around you. You get to take 1 additional action per turn for 1 minute
  66. You become soaking wet 
  67. Your shadow detaches and mimics your attacks, dealing half the damage you do. It has half your HP and is immediately dispelled with bright lights 
  68. Your current equipped weapon will heal instead of deal damage
  69. 1d8 medium-sized purple tentacles rise from the ground. They are semi-sentinel and not aligned to caster nor foe. If anyone comes within range, they must pass a DC 14 Strength saving throw or be grappled
  70. You glow in the dark for 1d4 days 
  71. You grow wings for 1d4 hours. Your fly speed is 30ft 
  72. You turn into a cloud of butterflies for 1d4 turns. You are immune to damage in this state
  73. You are surrounded by the faint sound of pipe music for 1 hour 
  74. You cannot be inebriated for 1d12 days 
  75. Hundreds of birds appear around you, forcing everyone in a 10ft radius to make a DC 13 Dexterity saving throw or be Blinded and take 2 HP damage 
  76. You get a random piercing and take 1 HP of damage 
  77. A unicorn appears beside you and casts Healing Touch on you before disappearing. Healing Touch: The target magically regains (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
  78. Every creature within a 10ft radius is hit by Magic Missile 
  79. Gain 2d10 HP 
  80. For 1 minute, you cannot speak and if you try, only pink bubbles come out of your mouth 
  81. You cast Summon Familiar 
  82. All animals within a 20ft radius become Huge for 1d12
  83. All creatures within a 10ft radius must save against a DC 15 Wisdom saving throw or be Infatuated for 5 turns 
  84. You gain 1d4 random precious gems 
  85. Every creature within a 30ft radius must save against a DC 15 Constitution save or be turned into a duck for 1 minute 
  86. Your hair grows 10inches longer 
  87. Four pigs appear within 10ft and disappear after 1 minute 
  88. A stampede of buffalo appears around you. Every creature within 30ft of you must make a DC 15 Strength check or take 1d12 bludgeoning damage. This is treated as a magical attack
  89. A random monstrosity appears within 20ft of you and is your ally. It disappears after 1 minute 
  90. When you are attacked, you deal twice the damage back as holy damage 
  91. A random adult dragon appears for 1 minute then disappears. They are not your ally during this time, but they are also not your enemy 
  92. A random magic item appears in your possession 
  93. A random cursed item appears in your possession 
  94. The closest enemy’s strongest attack is negated for 1d4 turns. This requires legendary resistance to overcome 
  95. A young black dragon appears for 1 minute and then disappears. They are your enemy
  96. A flashflood appears. Everyone must make a DC 15 Constitution or take 1d12 force damage + 1d12 bludgeoning damage. This attack is considered magical
  97. Ten medicinal herbs appear in your inventory 
  98. Any abilities that can be reset by a short rest are now reset  
  99. Mushrooms grow in a circle around you
  100. A sandstorm erupts around you in a 50ft radius. Every creature within the sandstorm must make a DC 13 Consitution check at the start of each turn or take 1d4 damage. 

Animal Master

The Earthmother tells her children that you are their leader.

You may cast Animal Friendship once per short rest. Additionally, when casting Animal Friendship, the spell can affect creatures with Intelligence up to 10 and it does not end until you or a teammate actively attack it. 

 

At 7th level, you can cast it on beasts with Intelligence up to 15, and at 12th level, it affects all beasts. 

Leader of the Pack

The Earthmother has placed her trust in you and has given you the strength to protect those weaker than you. When an animal ally is within range, your AC increases by 2 and you can use a Reaction to jump in front of them to take the attack intended for them. 

Elemental Resistance

You are a force of nature, and as such you aren't harmed by nature's brutal ways. 

While raging, you are resistant to fire, lightning, and frost damage from all sources. You also do not overheat in arid areas or become exhausted in the cold. 

Earthmother's Servants

The Earthmother has three divine servants - the graceful Unicorn, the wise wolf pack, and the mighty Leviathan. She will offer their power to you now, as you have been a powerful Champion to her. 

Gargantuan Power

The Leviathan's power grows stronger within you, allowing you to dominate the water. 

Graceful Light

The Unicorn shares her vast reserves of healing magic with you, so that you may spread goodness in the world. 

Howling Death

The wolves teach you how to harness their rage when their packmates die. Their fury is monumental and unrelenting, and yours will be too. 

Three times per long rest, if an ally within 20ft of you falls unconscious or dies, you can use your reaction to attack whatever attacked them. While attacking, you add the Proficiency modifier of all allies within 10ft to your damage. 

Leviathan's Might

The Leviathan is a powerful monster who lurks in the depths. He will share his power with you, as Earthmother commands it. 

As the Leviathan's power surges through you, your permanent HP increases by 2d8. You also find that you can breathe water as normally as you can breathe air, and the darkness does not impact your vision anymore. 

Unicorn's Blessing

The Unicorn has offered you her power, gifting you immunity to deadly poisons and heightened grace. 

Your Charisma has increased by 3 (not your modifier - the overall score). 

Wolfish Leadership

The wolves have passed their wisdom to you, along with the ability to act as a unified force. 

You gain the Pack Tactics feature and your Wisdom increases by 3 (not your modifier - just your Wisdom). 

 

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