Barbarian - Path of Wild Magic (Tweaked)

by Frootbat

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Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

When you choose this path at 3rd level, 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.

Additionally, you learn two cantrips of your choice from the sorcerer spell list. Constitution is your spellcasting modifier for these spells. You gain an additional cantrip at 10th and 14th level in this class.

Wild Surge

Also at 3rd level, 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. The number of damage dice used by each damaging effect increases by 1 when your reach 5th, 11th and 17th levels in this class.

d8 Effect
1 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 temporary hit points equal to 1d12 plus your barbarian level.
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.
4 Magic infuses one melee weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force. Additionally, when you make an attack with the weapon on your turn, the range of the weapon becomes 30 feet.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d4 force damage, as magic lashes out in retribution.
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. This increases to +2 at 10th level.
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. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic

Beginning at 6th level, 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 d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d4. 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

At 10th level, 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.

Chaotic Kamikaze

At 14th level, the chaos within you becomes too powerful to contain, exploding out from you and destroying your foes. Whenever you roll on the wild magic table, you can choose to explode with chaos. Roll 1d6, then consult the table below for the damage type. You take 4d6 damage of the same type. Each creature of your choice within 30 feet of you must then make a dexterity saving throw against your Wild Magic save DC. On a failure, they take 8d6 damage of the same type, or half as much on a success.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

d6 Damage Type
1 force
2 fire
3 radiant
4 cold
5 necrotic
6 lightning
Changelog
  • Made the effects from the table scale with level
  • Gave em a couple cantrips hehe
  • Made the magic sword effect actually useful.
  • Changed the die used by bolstering magic to a d4 (d3s should be burning in hell)
  • Changed the 14th level ability to something more fun.
 

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