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. 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.
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 or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.


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! d100 !! Effect
! d100 !! Effect
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| 1-2 || You explode. Cast Fireball at 3rd level centered on yourself, using Constitution as your spellcasting modifier.
| 1-2 || You explode, casting Fireball at 3rd level centered on yourself, using Constitution as your spellcasting modifier.
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| 3-4 || Whenever a creature within 60ft you takes damage, all creatures within 60ft take the same amount of damage.
| 3-4 || Until the end of your Rage, whenever a creature within 60ft you takes damage, all creatures within 60ft take the same amount of damage.
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| 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.
| 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. This Cube dissipates at the end of your Rage.
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| 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.
| 7-8 || A black hole opens in your chest, at the start of each of your turns, 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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| 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.
| 9-10 || Hundreds of arms grow out of your back grasping at nearby creatures. Until your Rage ends, at the start of each of your turns, you attempt to grapple each creature within 15ft of you.
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| 11-12 || Your body begins emanating inky magical darkness, all creatures within 10ft of you are Blinded.
| 11-12 || Your body begins emanating inky magical darkness, until your Rage ends, all creatures within 10ft of you are Blinded.
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| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must
| 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
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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| 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.
| 15-16 || The floor within 60ft of you turns to knee deep custard until the end of your Rage, 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.
| 17-18 || At the start of each of your turns until your rage ends, 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.
| 19-20 || A 30ft snowstorm centered on you whips up until your rage ends, at the start of each of your turns, all creatures in the area must make a Constitution Saving Throw or suffer one level of Exhaustion. 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.
| 21-22 || Ball bearings spill out of your clothing at the start of each of your turns until your Rage ends, each creature standing within 60ft of you 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.
| 23-24 || all creatures within 60 ft of you have their legs replaced with the bottom of random chess pieces until your rage ends, 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.
| 25-26 || You and all creatures within 15ft of you are reduced to the physique of a child until your Rage ends. These creatures have their speed, damage, and Armor class halved, and make all checks 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.
| 27-28 || Your bones vanish until your Rage ends, 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.
| 29-30 || You become stone until your Rage ends, 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.
| 31-32 || You turn into translucent jelly until your Rage ends, 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.
| 33-34 || You legs are replaced by a slugs foot until your Rage ends, 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.
| 35-36 || Your arms are replaced by fins until your Rage ends, 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.
| 37-38 || You grow gills until your Rage ends, 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
| 39-40 || Your eyes are replaced with compound eyes until your Rage ends, you can not be flanked but you have disadvantage on all perception checks that rely on
not be flanked but you have disadvantage on all perception checks that rely on
sight.
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.
| 41-42 || You grow a second head until your Rage ends, 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.
| 43-44 || Until your rage ends, 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.
| 45-46 || The ground within 20 ft of you becomes a semi-fluid like a waterbed until your Rage ends, 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.
| 47-48 || At the start of each of your turns until your Rage ends, 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.
| 49-50 || Roll twice, keeping both effects for the duration of your Rage.
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| 51-52 || Gravity within 120ft of you is turned 90 degrees in a random direction until your rage ends.
| 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.
| 53-54 || All sound ceases in a 20 ft radius sphere cantered on you until your Rage ends.
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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.
| 55-56 || Creatures you deal damage to drop an amount of Silver Pieces equal to the amount of damage you dealt until your Rage ends.
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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.
| 57-58 || Until your Rage ends, you can, as a bonus action, 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.
| 59-60 || The light within 20ft of you takes on a deep red hue and a choir stars singing until your Rage ends, 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.
| 61-62 || You can summon custard pies out of thin air and make a thrown weapon attack until your Rage ends, 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.
| 63-64 || Enemies are randomly attached together in pairs 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, these bonds last until your Rage ends.
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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.
| 65-66 || Each action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away until your Rage ends.
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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.
| 67-68 || Until your Rage ends, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you using Constitution as your spellcasting ability.
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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.
| 69-70 || At the start of each of your turns until your Rage ends, 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.
| 71-72 || Your legs turn into Springs until your Rage ends, 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.
| 73-74 || Your arms become long noodles until you Rage ends, 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.
| 75-76 || Your hair grows and becomes prehensile until your Rage ends, allowing 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.
| 77-78 || Your torso gains the ability to spin like a propeller until your Rage ends, 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,
| 79-80 || Your body melts and becomes bright pink slime until your Rage ends, causing you to be amorphous, able to move through spaces 1 inch wide without squeezing. You are immune to grappling and prone.
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
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers until your Rage ends. 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.
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.
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve until your Rage ends.
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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.
| 85-86 || At the start of each of your turns until your Rage ends, you cast 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.
| 87-88 || You grow feathered wings until your Rage ends, granting 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.
| 89-90 || You grow a Star-nosed mole’s nose until your Rage ends, granting you Tremorsense out to a range of 120ft.
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| 91-92 || Your skeleton becomes adamant and you become immune to critical hits.
| 91-92 || Your skeleton becomes adamant until your Rage ends, causing you to 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.
| 93-94 || Until your Rage ends, you cast the 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.
| 95-96 || Your weapon becomes an energy weapon until your Rage ends, 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.
| 97-98 || Until your Rage ends, 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.
| 99-100 || You are surrounded by a burning golden aura until your Rage ends. 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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