Wild Surge Barbarian Revised

by CanceRevolution

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Barbarian Subclass

Path of the Wild Soul (Revised)

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions equally as powerfully and magic saturates their body.

When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.

Path of the Wild Soul Features
Barbarian Level Feature
3rd Lingering Magic, Wild Surge
6th Magic Reserves
10th Arcane Rebuke
14th Chaotic Fury

Lingering Magic

At 3rd level, your body can react to the presence of magic. You can cast the detect magic spell without using a spell slot or any spellcasting components.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, you trigger a Wild Surge effect. Roll a d100 on the Wild Surge table to determine the magical effect produced. If you would cast a spell with your wild surge, you do so ignoring the restrictions of your Rage.

If the Wild Surge effect or a spell cast with your Wild Surge effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier and if it requires spell attack, the modifier is equal to your proficiency bonus + your Constitution modifier.

You also gain the following features while in your Rage:

Unstable Rage. Whenever you take 20 or more damage on a hit, roll a d20. If that roll is equal or lower than half the damage you took, you trigger a second Wild Surge, which replace any current Wild Surge active effect. Once you trigger a Wild Surge this way, you cannot do so again until the start of your next turn.

Directed Chaos. When you roll on the Wild Surge table, you can reroll the d100, but you must use the new roll. You can only use this feature a number of times equal to half your proficiency (rounded up) and regain all expended uses when you finish a long rest.

Credits

Original UA Content: Wizards of the Coast

Revisions: /u/Hageshii01

Second Revision /u/CanceRevolution

Image: Made by Aleksi Briclot for the card game Magic The Gathering (Garruk Wildspeaker)

Created with: The GMbinder

Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. You have magical charges that replenishes when you take a long rest. The amount of charges is equal to half your barbarian level (rounded up).

As an action, you can touch a creature and use charges to restore the creature's expended spell slots. The spell slots can have a combined level that is equal to or less than the number of expended charges you use, and none of the slots can be 6th level or higher.

Alternatively, you can also use this feature to give temporary hit points to that creature instead. They gain temporary hit points equal to five times the amount of charges expended, up to a maximum of 30 temporary hit points, but if you do so, you then take force damage equal to five times the expended charges.

Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out in times of danger. When a creature within 60 feet of you forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you trigger a second Wild Surge, which replace any current Wild Surge active effect.

Wild Surge Table

d100 Effect
01/02 You cast Fireball as a 3rd-level spell centered on yourself.
03/04 All creatures around 15 feet from you must make a Wisdom Saving throw. Until the start of your next turn, you and all creatures that failed this save have their movement speed halved and regardless of their abilities or magic items, they can’t take reactions and can't make more than one melee or ranged attack during their turns.
05/06 You turn into a small plant-like creature until your rage ends. While in this form, you gain temporary hit points equal to your Barbarian level times two, but you can only attack with Unarmed Strikes which deals 1d4 + your Strength modifier bludgeoning damage. If you lose all your temporary hit points you revert back to your normal form.
07/08 Until your rage ends, you become poisoned, but all your attack deals additional 1d8 poison damage.
09/10 All creatures around 15 feet from you must make a Charisma Saving throw. You and all creatures that failed this save are transported to the Astral Plane until the start of your next turn, at which point all creatures reappears in the space they left or in the nearest unoccupied space if that space is occupied.
11/12 You cast Polymorph on yourself without concentration, which lasts until your rage ends. Roll a d10 to determinate the animal which you transform. 1: GoldFish 2: Frog 3: Sheep 4: Goat 5: Cow 6: Wolf 7: Giant Badger 8: Giant Toad 9: Dire Wolf 10: Brown Bear.
13/14 Until your rage ends, your attacks deal additional 1d4 damage, but you must use your action to Attack the nearest creature to you. You choose the target if there is more than one possible target.
15/16 Until your rage ends, you and all creatures within 15 feet of you gain vulnerability to piercing damage. A creature loses their resistance to piercing damage instead with this effect. Creatures immune to piercing damage are not affected.
17/18 Until your rage ends, you and all creatures within 15 feet of you gain vulnerability to slashing damage. A creature loses their resistance to slashing damage instead with this effect. Creatures immune to slashing damage are not affected.
19/20 Until your rage ends, you and all creatures within 15 feet of you gain vulnerability to bludgeoning damage. A creature loses their resistance to bludgeoning damage instead with this effect. Creatures immune to bludgeoning damage are not affected.
21/22 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
23/24 You are surrounded by faint, ethereal music for the next minute.
25/26 Your skin turns a vibrant shade of a random color. Roll a d6 to determinate the color. A Remove Curse spell can end this effect. 1: Red 2: Blue 3: Green 4: Yellow 5: Black 6: White
27/28 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. A Remove Curse spell can end this effect.
29/30 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
31/32 Until your rage ends, your size increases by one size category.
33/34 You and all creatures 5 feet near you must succeed on a Strength saving throw or be are knocked prone and take 2d8 force damage. Until your rage ends, you can repeat this effect as a bonus action.
35/36 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
37/38 1d4 Blink Dogs controlled by the DM appear in unoccupied spaces within 60 feet of you and are charmed by you. They vanish after 1 minute.
39/40 You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
41/42 You regain hit points equal to your Barbarian level times 2.
43/44 You can immediately take one additional action, which can only be used to take the Attack or Dash action.
45/46 Until your rage ends, you and anything you are wearing or carrying becomes invisible. This effect ends early when you attack.
47/48 Until your rage ends, you gain resistance to necrotic and radiant damage. In addition, any celestial or undead creature gains disadvantage on attack rolls against you.
49/50 Until your rage ends, you gain resistance to fire and cold damage. In addition, any dragon or elemental creature gains disadvantage on attack rolls against you.
d100 Effect
51/52 Until your rage ends, you gain resistance to acid and poison damage. In addition, any other creature that starts its turn 5 feet from you takes poison damage equal to your Constitution modifier.
53/54 Until your rage ends, you gain resistance to lightning and thunder damage. In addition, any creature that hits you with a melee attack takes 1d6 lightning damage.
55/56 You cast Magic Missile as a 2th-level spell. You can cast this spell as a 3th-level spell, then 4th-level spell and 5th-level spell when you reach the 9th, 13th and 17th level in this class respectively..
57/58 You cast Shatter as a 2th-level spell. You can cast this spell as a 3th-level spell, then 4th-level spell and 5th-level spell when you reach the 9th, 13th and 17th level in this class respectively.
59/60 You cast Chaotic Orb as a 2nd-level spell. You can cast this spell as a 3th-level spell, then 4th-level spell and 5th-level spell when you reach the 9th, 13th and 17th level in this class respectively.
61/62 You cast Erupting Earth as a 3th-level spell centered on yourself. You can cast this spell as a 4th-level spell, then 5th-level spell and 6th-level spell when you reach the 9th, 13th and 17th level in this class respectively.
63/64 Creatures within 15 feet of you that are concentrating on a spell must succeed on a Wisdom saving throw or lose concentration on the spell. You can repeat this effect as an Action until your rage ends.
65/66 Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away 10 feet, and then fall prone. Until your rage ends, you can repeat this effect as an Action.
67/68 Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage. The weapon deals additional 1d4 damage and it gains the light and thrown properties with a range of 20/60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand.
69/70 You attempt to seduce a creature within 20 feet from you. The creature must then succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. Until your rage ends, you can repeat this effect as a bonus action.
71/72 Creatures within 10 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Until your rage ends, you can repeat this effect as an Action.
73/74 Until your rage ends, your movement speed increases by 10 feet. This extra movement does not provoke opportunity attacks.
75/76 Until your rage ends, you glow with bright light in a 30-foot radius. Any creature that ends its turn within 5 feet of you must succeed on a Constitution saving throw or become blinded until the start of its next turns.
77/78 Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier
79/80 Until your rage ends, you can communicate telepathically with any creature you can see within 30 feet of you. Also choose one creature within range, it must succeed on a Wisdom saving throw or gain disadvantage on attack rolls against you until the start of your next turn. Until your rage ends, you can repeat this effect as a bonus action.
81/82 Each creature within 10 feet of you takes necrotic damage equal to your Barbarian level, and you gain temporary hit points equal to the sum of the necrotic damage dealt.
83/84 Lightning leaps from your to another creature you choose within 10 feet. The target must succeed on a Dexterity saving throw or take lightning damage equal to 1d8 plus your Barbarian Level. Until your rage ends, you can repeat this effect as a bonus action.
85/86 Until your rage ends, you regain hit points equal to your Constitution modifier at start of your turns.
87/88 Until your rage ends, you gain temporary hit points equal to your Constitution modifier + your barbarian level if you reduce a hostile creature to 0 hit points.
89/90 Until your rage ends, you and all creatures 15 feet from you gain a flying speed equal to their movement speed.
91/92 Until your rage ends, you gain resistance to fire damage and also shed bright light in a 10-foot and dim light for an another 10 feet. Your melee attacks also deals an additional 1d6 fire damage. A creature takes 1d6 fire damage if it touches you or hits you with a melee attack while within 5 feet of you.
93/94 An eye appears on your forehead until your rage ends. During that time, your Wisdom stat becomes 20 and you gain proficiency on Wsidom saving throws and ability checks.
95/96 You make one Unarmed Strike which deals 1d6 + your Strength modifier bludgeoning damage. Until your rage ends, you can repeat this effect as a bonus action.
97/98 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
99/100 You can choose to activate any effect from the wild surge table.
 

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