Barbarian
Base Class: Barbarian

Born with arcane blood, not every being learns how to mature this raw power into spells. Whilst many seek out teachers and ways to use their magical power to shape the world around them, there are those who push these energies inward, becoming an arcane battery that errupts with deadly force.

Chaotic and untamed, the barbarians who walk this tempered path draw their magical force from all sorts of sources: some may draw their power from the Feywild, whilst others might be tainted by demonic corruption, whilst some may have struggled to contain this fury all their lives.

Wild Magic Surge

Starting when you choose this origin at 1st level, your wild soul can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you use your Reckless Attack feature during a rage. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If it normally requires concentration, it doesn’t require concentration in this case; the effect lasts for its full duration.

Wild Magic Surge

d100

Effect

01–02

Roll twice on this table, choosing whichever number you wish.

03–04

For the duration of the rage, you can see through any darkness as if it were brightly lit, both natural and arcane. You can also see through illusions, including shapeshifters and invisibility. 

05–06

Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.

07–08

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

09–10

Roll a d10 and gain resistance to the corresponding damage type until this rage ends: 1. Acid 2. Cold 3. Fire 4. Force 5. Lightning 6. Necrotic 7. Poison 8. Psychic 9. Radiant 10. Thunder. This lasts until the duration of the rage

11–12

Roll a d10. You grow height changes by a number of inches equal to the roll. your weapon attacks deal an additional 1d6 damage of the weapon's type.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you gain temporary 5 hit points at the start of each of your turns.

17–18

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

19–20

Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.

21–22

Creatures have disadvantage on saving throws against the next spell cast on it in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. 

25–26

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

27–28

For the next minute, you can make an extra melee weapon attack as a bonus action.

29–30

You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.

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

Maximize the damage of the next weapon attack you make within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

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

You can teleport up to 60 feet in any direction you can see.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, 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

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain one use of your Rage feature.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature 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 next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

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

77–78

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.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all uses of your Rage feature.

Reckless Constitution

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.

Soul of Abjuration

The threads of magic that emit from your soul have become capable of leaping to the defence of your allies. When a creature other than you, which you can see within 60 feet of you is targeted by an attack you can use your reaction to roll 1d4, adding the total to their AC or saving throw.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1).

Arcane Rebuke

At 10th level, 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

Starting at 14th level, 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.

When you reach level 18 in this class, and whilst under the effects of this feature, the caster is resistant to all types of damage.

Previous Versions

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