| d12 | Result |
|---|---|
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 |
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 levels. At the beginning of your next turn reroll wild magic surge or end your rage. |
6 |
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. |
7 |
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. |
8 |
Magic infuses your weapon. It deals an additional 1d6 Force damage and gains the Light (weapon property) Light and Thrown Thrown properties. If thrown, it reappears in your hand at the end of your turn. |
9 |
You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Damage TypesForce damage in retaliation. |
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 |
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. |
12 |
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 type (d10)
| d10 | Result |
|---|---|
1 |
Fire |
2 |
Frost |
3 |
Lightening |
4 |
Thunder |
5 |
Psychic |
6 |
Force |
7 |
Acid |
8 |
Poison |
9 |
Necrotic |
10 |
Radiant |