Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Hedge, the higher 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 carry the Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Features

Magic Awareness

When you take your first talent from this branch, you become aware of the presence of concentrated magic. When you activate this ability as an action, you know the location of any spell or magic item within 60 feet of you until the end of your next turn. When you sense a spell, you learn which school of magic it belongs to.

Talents

Talent CP Prerequisites Barbarian Talents Required
Wild Surge 5 - -
Bolstering Magic 10 Wild Surge and 4 Other Barbarian Talents 5
Unstable Backlash 25 Bolstering Magic and 7 Other Barbarian Talents 8
Controlled Surge 50 Unstable Backlash and 10 Other Barbarian Talents 11

Wild Surge

Cost: 5 Character Points
Prerequisite: Rage

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the table below to determine the magical effect produced.

d8 Effect
1 Shadowy tendrils lash around you. Make a rage attack roll against the constitution defense of each creature of your choice that you can see within 30 feet of you. On a hit, the target(s) take 1d12 necrotic damage. You also gain 1d12 temporary stamina when this effect activates.
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 you make a rage attack roll against the dexterity defense of each creature within 5 feet of it to inflict 1d6 force damage on a hit. 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 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.
6 Until your rage ends, you are surrounded by multi-coloured, protective lights. You gain +1d to your defence vs melee and ranged attacks. While within 10 feet of you, your allies gain the same bonus.
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. Make a rage attack roll against the constitution defense of another creature of your choice that you can see within 30 feet of you. On a hit, the target takes 1d6 radiant damage and is 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

Cost: 10 Character Points
Prerequisite: Wild Surge and 4 Other Barbarian Talents

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 with +1d whenever making an attack roll or an ability check and add half the number rolled to the result.
  • Roll a d3. The creature regains that amount of mana. 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 Constitution modifier, and you regain all expended uses when you finish a long rest.

Unstable Backlash

Cost: 25 Character Points
Prerequisite: Bolstering Magic and 7 Other Barbarian Talents

When you are imperiled during your rage, the magic within you can lash out. At the start of each turn, if you were hit by an attack or otherwise take damage while raging over the course of the last round, then you can roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

Cost: 50 Character Points
Prerequisite: Unstable Backlash and 10 Other Barbarian Talents

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.