Wild magic barbarian (d20)

d20 Wild magic effect

1

You are overloaded with arcane energy charging up to your full movement speed in a direction of your choice without provoking attacks of opportunity. (minimum 10ft) Hostile creatures in your path take 1D6 magic damage (Scaling) and must make a dexterity saving throw or be knocked prone. You may repeat this as a bonus action on each of your following turns until rage ends or you reroll the wild magic table.

2

Magic sparks rise from beneath your feet; until your rage ends, the ground within 15 feet of you is difficult terrain for hostile creatures. Enemies ending their turn in these sparks take 1D6 magic damage (Scaling)

3

Fey 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 magic damage and be pushed or pulled towards you. You also gain 1d12 temporary hit points. Add 1D12 every 5 barbarian levels. You may repeat this as a bonus action for as long as you remain enraged.

4

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. Leave Hostile creatures you passed through and within 10ft of this movement's end point take 2D6 magic damage. (scaling)

5

An intangible fey spirit, of 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 magic damage (Scaling). Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

6

You fire a blast of elemental chaos 3D6 magic damage 80ft range 20ft radius. Creatures in the spells AOE must make a dexterity saving throw on success take half damage. Add 2d6 for every five barbarian levels. At the beginning of your next turn reroll wild magic surge or end your rage.

7

Magic infuses one weapon of your choice that you are holding. Until your rage ends, add 1D6 magic damage (Scaling), 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.

8

Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d8 magic damage (Scaling), as magic lashes out in chaotic retribution.

9

Roll 1D4 gain the effects of Blur, blink, mirror image, or sanctuary  until your rage ends or you reroll the wild magic table.

10

Unleash a terrifying display of unstable magic; hostile creatures in a 20ft radius centered on yourself must make a wisdom save or become frightened until the end of your next turn. On a failed save hostile creatures will use their reaction to advance their full movement away from you if able. (Does not provoke attack of opportunity) At the beginning of your next turn reroll wild magic surge or end your rage.

11

A bolt of raw magic 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 magic damage (Scaling) and be blinded, deafened, knocked prone, or stunned (your choice) 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.

12

You are overloaded with arcane energy charging up to your full movement speed in a direction of your choice without provoking attacks of opportunity. (minimum 10ft) Hostile creatures in your path take 1D6 magic damage (Scaling) and must make a dexterity saving throw or be knocked prone. You may repeat this as a bonus action on each of your following turns until rage ends or you reroll the wild magic table.

13

Summon a fey ally to aid you; until your rage ends or the summoned creature reaches zero hit points (hp=half your hp rounded up) command a spirit form being to assist you in combat they share your initiative and can be commanded with a bonus action gaining an extra attack at 5th level. At 3rd level summon a fey creature or animal spirit CR 1/4 - 1, 5th level CR 1-3, 10th level CR 3-6, 15th level CR 7-9 18th level CR 10 - 12. When the creature dies or is dismissed reroll the wild magic surge at the start of your next turn.

14

Your next successful melee weapon attack is also an magical smite. Your weapon flares with mystical energy dealing an additional 1d8 magic damage to the target and causes them to burst with elemental affliction at the start of each of its turns the target must make a Constitution saving throw. On a failed save it takes 1d8 magic damage, on a successful save the spells ends. (Scaling in spell level for every five barbarian levels) You may repeat this action until your rage ends or you lose concentration on your current target.

15

You may replace your action to cast transmute metal. Choose a manufactured metal object, such as a metal weapon or a piece of metal armor, that you can see within range. You cause the object to glow with arcane light.(Shed magical light in a 20ft radius centered on the target) Any creature in physical contact with the object takes 2d8 elemental damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. (Scaling in spell level for every five barbarian levels)

16

Infuse yourself with elemental power adding 1D10 magic damage to your melee attacks and causing all hostile creatures within a 10ft radius of you to lose immunity to your rolled elemental damage becoming resistant, lose resistance or become vulnerable to the rolled elemental damage for as long as they remain in the radius. This effect stay until your rage ends or you reroll wild magic surge.

17

You may replace your attack action to cast wall of magic You create a wall of magic on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts until your rage ends or you reroll wild magic surge. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 magic damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 magic damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

18

Your melee weapon attacks are imbued with unstable magical energy dealing an additional 1D8 magic damage (Scaling) and leaping to another target within 5ft of the first. This effect last until your rage ends or you reroll wild magic surge.

19

A thick bellowing cloud of smoke spews forth from you in a 20ft radius this smoke acts as magical darkness which you are immune to for this effects duration. This smoke lasts until the spell ends or you reroll wild magic surge.

20

Cast a raging torrent of magic centered on yourself. All hostile creatures within a 10ft radius of you take 1D10 magic damage (Scaling) and, must make a dexterity saving throw on failure be pushed 15ft directly away from you horizontally. On a successful saving throw take half damage and are not moved. This radius is considered difficult terrain.

Subcharts

Magic damage type (d10)

d10 Result

1

Fire

2

Frost

3

Lightening

4

Thunder

5

Psychic

6

Force

7

Acid

8

Poison

9

Necrotic

10

Radiant