Barbarian
Base Class: Barbarian

Updating Wild Magic Barbarian with a D20 table and scaling the effects with level. 

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.

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.

Wild Magic

D20

EFFECT

1

Shadowy tendrils lash around you. 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 1d12 temporary hit points. The die for both of these effects increases when you reach 5th level (2d8), 11th level (1d20), and 17th level (2d12).

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, 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. The damage of this effect increases by 1d6 when you reach 7th level (2d6), 13th level (3d6), and 19th level (4d6).

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. The damage of this effect increases by 1d6 when you reach 7th level (2d6), 13th level (3d6), and 19th level (4d6).

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. At 10 level this bonus increases to +2 to AC.

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. The damage of this effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Until your rage ends, you can use this effect again on each of your turns as a bonus action.

9

The next melee attack that hits you causes a spectral shield to spring into existence, as per the spell shield. This effect does not use your reaction. At the end of the turn if your rage has not ended, roll again on this table for your next turn.

10

Violent energies coalesce onto your skin. For the duration of your rage, you have resistance to all damage except psychic damage.

11

Radiant energies suddenly infuse you. You heal 4 hit points + your constitution modifier each turn until your rage ends. At 10th level, this increases to 8 hit points + your constitution modifier.

12

Magical spirits appear and infuse your body. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.

13

Magical, chaotic energy suddenly infuses a weapon of your choice that you are holding. Until your rage ends, the weapon is infused with magical fire, as per the green-flame blade spell. This effect is discharged upon striking an enemy and can be recharged every other turn as a bonus action. Strength is the spellcasting ability modifier for this effect.

14

The smell of sunlit forests and a spring day infuses the area. Nature magic infuses your body. Until your rage ends, you are under the effect of a barkskin spell.

15

Crackling, static energy surrounds you and infuses your body. A target of your choice within 15 feet of you must succeed on a Dexterity saving throw or be affected by a lightning lure spell. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

16

Nature spirits infuse your body, bringing a sudden burst of speed to your body. Until your rage ends, your walking speed increases by 15 feet per turn.

17

Spirits of your ancestors speak to you. In a burst of inspiration, take one additional action this turn. At the end of the turn if your rage has not ended, reroll on this table.

18

Infernal energy bursts forth out of your body, causing your eyes to glow a dark red. Until your rage ends, you gain blindsight out to 30 feet.

19

Psychic energies suddenly focus on one weapon of your choice that you are holding. Until your rage ends, a creature struck by the weapon must make an Intelligence saving throw or be stunned. This effect is discharged upon striking an enemy and can be recharged every other turn as a bonus action.

20

Magical energy infuses your body, projecting a hazy, chaotic field that makes you difficult to see. Until your rage ends, you are under the effect of a blur. This effect does not require concentration.

 

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.

Unstable Backlash

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Magic 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.

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