Barbarian
Base Class: Barbarian

Punch Punch Oops.

Scion of Chaos

At 3rd level, the wild magic coursing through your blood causes strange effects during times of triumph or duress. When your abilities produce a random effect, roll 1d100 and refer to the following table to determine the result. If a result effects either you or the target, roll 1d4, on an even roll it targets you, on an odd roll it affects the target.

Wild Magic Surge

d100

Effect

01–02

Roll on this table any time you hit a creature with a melee attack for the duration of your rage, ignoring this result on subsequent rolls.

03–04

For the duration of your rage, you can see any invisible creature if you have line of sight to it.

05–06

The target is frightened of you until the end of its next turn.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

The target takes 1d4 lightning damage, 1d4 fire damage, and 1d4 cold damage.

11–12

You cast Enlarge/Reduce on yourself. Roll 1d4, if it is odd you use the reduce option, if it is even you use the enlarge option.

13–14

You cast confusion on the target or yourself.

15–16

For the duration of your rage, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

For the duration of your rage, missing an attack fills the air with loud laughter.

21–22

You cast Faerie Fire on yourself or the target.

23–24

For the duration of your rage, your strength increases by 2 points.

25–26

An eye appears on your forehead for the duration of your rage. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the duration of your rage, you may make an unarmed attack as a bonus action whenever you take the attack action on your turn.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

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.

33–34

The next time you hit the target with a melee attack, that attack does maximum damage. If this effect was triggered by an attack, that attack does maximum damage.

35–36

For the duration of your rage, accessing any item in a pack or pouch requires a successful DC 12 Sleight of Hand check. On a failure you only pull out a handful of spaghetti.

37–38

For the duration of your rage, you are transformed into a member of the opposite sex.

39–40

You regain 2d10 hit points.

41–42

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.

43–44

For the duration of your rage, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast Fly on yourself or the target.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears at the end of your rage.

49–50

You can’t speak for the duration of your rage. Whenever you try, beans fall out of your mouth.

51–52

A spectral shield hovers near you for the duration of your rage, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

For the duration of your rage, any metal that touches your skin begins to glow red hot as if affected by Heat Metal until the beginning of your next turn. During this time, you take 1d6 bonus fire damage from metal weapons.

57–58

For the duration of your rage, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain all uses of your barbarian rage.

61–62

For the duration of your rage, any humanoid you kill is immediately raised as a zombie that will attack your enemies on its next turn. At the end of your rage any zombies created this way attack you.

63–64

You cast fog cloud centered on yourself.

65–66

All creatures within 30 feet of you are transmuted into copies of yourself for 1 minute. Their size is unaffected. A creature may choose to make a charisma saving throw at the end of their turn to revert the change.

67–68

You are frightened by the target until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the duration of your rage.

73–74

You or the target become poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the duration of your rage. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You and the target cast Compelled Duel on each other.

79–80

You cast Levitate on yourself or the target.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast Haste on yourself or the target.

89–90

For the duration of your rage, you gain a climbing and swimming speed equal to your walking speed.

91–92

If you die during your current rage, you immediately come back to life as if by the reincarnate spell.

93–94

Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.

95–96

All creatures within 30 feet of you immediately enter a barbarian rage at your current level.

97–98

Loud clanging fills the air around you for the duration of your rage, causing everyone within 30 feet to be deafened until they leave.

99–00

For the duration of your rage, creatures hit by your melee attacks are affected by Dispel Magic

 

Wild Strike

Starting when you choose this path at 3rd level, the wild magic in your blood ignites when you rage, giving you proficiency with your unarmed strikes, increasing the damage they do to 1d6 + Strength modifier, and enhancing your grappling abilities. If you successfully grapple a creature, you can deal 1d4 bludgeoning damage as part of the grapple. As long as the creature remains grappled you can deal this damage again when you hit them with an attack.

Additionally, while raging critical strikes produce an unpredictable effect from the Scion of Chaos table.

Arcane Backlash

If you succeed on a saving throw against a spell, you immediately enter a rage if you weren't already raging, and produce an effect from the Scion of Chaos table targeting the caster. Entering a rage in this way doesn't count towards your number of rages used.

Surging Rage

At 10th level, your rages become violent enough to trigger a surge of wild magic. When you enter a rage, roll on the Scion of Chaos table. You may choose any number of creatures within 10 feet of you as targets.

Improved Wild Strike

At 10th level, the wild magic suffusing your body becomes more volatile. When making an unarmed attack, you critically strike on a roll of 19 or 20. Whenever you critically strike with an unarmed attack while raging, you may roll twice on the Scion of Chaos table and choose either result.

Grasp of Bedlam

At 10th level, you've gained a measure of control over your surges of magical power. While raging, you may mark a creature within 20 feet as a bonus action until the beginning of your next turn. While marked, you have advantage on saving throws against spells or abilities originating from the target. When you use this ability, roll on the Scion of Chaos table with the creature you marked as the target.

You can use this ability a number of times equal to your constitution modifier before finishing a long rest.