Barbarian: Difference between revisions

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==== Wild Surge ====
==== 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.
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. You can also use a Bonus Action while raging to roll on the table again, replacing the previous effect. All of these effects end when you finish raging. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.


{| class="wikitable"
{| class="wikitable"
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! d8 !! Effect
! d8 !! Effect
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| 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.
| 1-2 || You Explode, cast Fireball at 3rd level centered on yourself using Constitution as your spellcasting modifier.
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| 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.
| 3-4 || When a creature within 60ft you take damage, all creatures within 60ft take the same amount of damage.
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| 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.
| 5-6 || A 30ft cube of ice materializes centered on you, Creatures within begin suffocating and take 1d6 Cold damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier.
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| 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.
| 7-8 || A black hole opens in your chest, all creatures within 60ft of you must make a Strength saving throw or be pulled 30ft towards you. You must make a Dexterity saving throw or take 1d10 bludgeoning damage at the start of your turn as you are pelted by debris.
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| 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.
| 9-10 || Hundreds or arms grow out of your back grasping at nearby creatures. At the start of each of your turns, you attempt to grapple each creature within 15ft of you.
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| 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.
| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.
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| 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.
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must
make a Strength saving throw or be Restrained by the chains. A creature restrained by the chains can use its action to make a Strength (Athletics). On a success, the creature is no longer Restrained
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| 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.
| 15-16 || The floor within 60ft of you turns to knee deep custard, any creature that did not move at least 10ft on its turn is restrained and must make a Strength Saving throw at the start of each of its turns to move again.
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| 17-18 || At the start of each of your turns, you cast the Sleep spell centered on yourself with your Current hit points being the number of Hit Points effected.
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| 19-20 || A 30ft snowstorm centered on you whips up, each creature apart from you in that area must make a DC 10 Constitution saving throw or suffer Exhaustion 1. the area is also heavily obscured.
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| 21-22 || Ball bearings spill out of your clothing in a 60ft Radius at the start of each of your turns, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. These ball bearings magically disappear at the end of your turn.
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| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces and can only move like those pieces. This affect end when your rage ends.
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| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child, your speed, damage, and Armor class are halved, and all checks are made at disadvantage.
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| 27-28 || Your bones vanish, you are immune to bludgeoning damage but automatically fail all strength checks. Your speed is halved.
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| 29-30 || You become stone, you are immune to piercing damage but automatically fail all dexterity checks. Your speed is halved.
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| 31-32 || You turn into translucent jelly, you are immune to slashing damage but automatically fail any constitution checks. Your speed is halved.
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| 33-34 || You legs are replaced by a slugs foot, your speed is reduced to 10 ft and you can walk vertically and upsides down on surfaces.
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| 35-36 || Your arms are replaced by fins, you can not hold items and you gain a swim speed equal to double your walking speed.
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| 37-38 || You grow gills, losing the ability to breath air and gain water breathing, you can also spit a 10ft cone of viscous goo as a bonus action, creatures caught in the cone must make a dexterity saving throw or take 4d4 acid damage.
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| 39-40 || Your eyes are replaced with compound eyes, you can
not be flanked but you have disadvantage on all perception checks that rely on
sight.
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| 41-42 || You grow a second head, gaining advantage on Intelligence and Wisdom saving throws as well as perception checks, but creatures attacking you have their crit range doubled.
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| 43-44 || All creatures that start their turn within 60ft of you randomly switch places with another creature within the same radius.
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| 45-46 || The ground around you for 20 ft becomes semi-fluid like a waterbed, becoming difficult terrain.
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| 47-48 || At the start of each of your turns, a pit of lava opens up in a random space within 5ft of you.
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| 49-50 || Reroll, keep the previous effect as well as the next one you roll.
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| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.
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| 53-54 || All sound ceases in a 20 ft radius cantered on you.
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| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt.
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| 57-58 || As a bonus action you can make a ranged weapon attack using your Constitution, if you hit you can alter the cut, style and color of the clothes of the target.
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| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing, granting you advantage on intimidation checks.
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| 61-62 || You can summon custard pies out of thin air and make a ranged attack, if you hit the creature has disadvantage on charisma checks.
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| 63-64 || Enemies are randomly attached together in pair until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other.
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| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away.
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| 67-68 || While raging, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you.
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| 69-70 || At the start of each of your turns, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, or takes 2d10 Bludgeoning Damage and be knocked prone.
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| 71-72 || Your legs turn into Springs allowing you to jump in any direction up to your full movement.
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| 73-74 || Your arms become long noodles causing your reach to increase by 10ft.
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| 75-76 || Your hair grows and becomes prehensile, you can use it to make grapple attacks as a bonus action with a range of 10ft.
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| 77-78 || Your torso can spin like a propeller allowing you to make a single attack against all targets within 5ft as an action.
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| 79-80 || Your body melts and becomes bright pink slime, you are considered amorphous,
able to move through spaces 1 inch wide without squeezing. You are immune to
grappling and prone.
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| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers. On initiative count 20 the soldiers inside fire two tiny catapults
at your enemies using Constitution with a range of 40ft dealing 1d6 Piercing Damage + your Rage Damage and shoot a volley of arrows in. 10ft Cone forcing creatures to make a Dexterity Saving Throw, or take 1d4 times your Proficiency Bonus on a failed saving throw, and half as much on a successful save.
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| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve.
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| 85-86 || At the start of each of your turns, you can Minute Meteors centered on yourself, using Constitution for your spellcasting ability.
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| 87-88 || You grow feathered wings that grant you a Flying Speed equal to two times your Walking Speed.
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| 89-90 || You grow a Star-nosed mole’s nose and gain Tremorsense out to a range of 120ft.
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| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.
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| 93-94 || You cast the lightning a Lightning Bolt spell at the start of each of your turns using Constitution as your spellcasting modifier in a random direction also targeting yourself.
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| 95-96 || Your weapon becomes an energy weapon that makes a loud humming noise and deals an additional 2d6 radiant damage.
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| 97-98 || You can teleport 60ft to space you can see as a bonus action.
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| 99-100 || You are surrounded by a burning golden aura. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.
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