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Barbarian

Wild Magic

A Wild Magic Barbarian’s Rage stems from the unstable nature of the Weave when left unattended giving them chaotic power. They have fits of Rage that damage the Weave allowing Wild Magic to run rampant. They can be born in Wild Magic Zones or perhaps a magical accident gave rise to their power and Rage that came with it.

1D12 Effect
1The Wild Magic within you throws out negative energy that empowers you. Each creature of your choice that you can see within 30 ft of you must succeed on a CON saving throw or take 1D12 Necrotic damage. You also gain 1D12 temporary hit points.
2The Wild Magic within you bends space itself. You teleport up to 30 ft 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.
3Whenever a creature hits you with an attack roll before your Rage ends, that creature takes 1D8 Force damage, as magic lashes out in retribution.
4Until your Rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC and saving throws, and while within 10 ft of you, your allies gain the same bonus.
5Flowers and thorny vines temporarily grow around you fueled by a surge of life energy; until your Rage ends, the ground within 15 ft of you is Difficult Terrain for your enemies. Enemy creatures take 2 damage for every 5 ft traveled through the Difficult Terrain.
6A bolt of light shoots from your chest as the Wild Magic releases a portion of the Positive Energy Plane. Another creature of your choice that you can see within 30 ft of you must succeed on a CON 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.
7The Wild Magic within you sucks in unsuspecting and unstable spirits. An intangible spirit, which looks like a Flumph or a Pixie (your choice), appears within 5 ft of one creature of your choice that you can see within 30 ft of you. At the end of the current turn, the spirit explodes, and each creature within 5 ft of it must succeed on a DEX 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.
8The Wild Magic coalesces around you defensively. A dozen spectral bees swarm around you giving your enemies within 10 ft of you Disadvantage on attacks on you.
9You are wreathed in flames called from the Elemental Plane of Fire by Wild Magic, you shed Bright Light for 10 ft and Dim Light for 10 ft, your attacks deal an extra 1D6 Fire Damage.
10Your Wild Magic warps your form. Raven wings spring from your back giving you a flying speed equal to your walking speed.
11The Wild Magic calls to a bizarre creature that aids you. A large mouth appears within 10 ft of you that is Immune to all damage, magic effects, and conditions. It has a flying speed of 10 ft, and can only use the Grapple action. The mouth is permeable unless you are Grappled by it, non Grappled creatures can use 10 ft of movement to pass through it.
12Your Wild Magic warps you form in many ways. Your body becomes slippery and rubbery, you can move through gaps as small as 6 inches without squeezing and you have advantage on DEX saving throws and ability checks.

Subclass Features

Lv 3

Wild Surge

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 CON modifier (Minimum 1).

Magic Awareness

The nature of connection with Wild Magic makes you more sensitive to matters of the Weave. 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 active spell or magic item within 60 ft 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 per long rest. You regain all expended uses when you finish a long rest.

Lv 6

Bolstering Magic

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. A creature can only have one instance of this feature active at a time.

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 once per long or short rest.

Lv 10

Unstable Backlash

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.

When you use this feature you gain 1D12 temporary hit points. You cannot use this reaction while you have the temporary hit points.

Lv 14

Controlled Surge

Your practice and effort have gained you a modicum of control over your unstable powers. 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.

In addition the temporary hit points you gain are now 2D12 when using your Unstable Backlash feature.