Barbarian: Path of Wild Magic

Primal Path


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


Level 3

As an action, you may open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60ft. of you that isn't behind total cover. Whenever you sense a spell, you learn which school of magic it belongs to. You may use this feature a number of times equal to your proficiency bonus per long rest.

The magical energy roiling inside you sometimes erupts from you. Whenever you enter your rage, roll on the following table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + proficiency bonus + CON.

1d8Effect
1Each creature of your choice that you can see within 30ft. of you must succeed on a CON saving throw or take 1d12 necrotic damage. You gain 1d12 temporary hitpoints.
2You may teleport up to 30ft. to an unoccupied space you can see. Until your rage ends, you may use this effect again on each of your turns as a bonus action.
3An intangible spirit, which looks like a flumph or pixie, your choice, appears within 5ft. of a creature of your choice that you can see within 30ft. of you. At the end of the current turn, the spirit explodes. Each creature within 5ft. of it must succeed on a DEX saving throw, or take 1d6 force damage. Until your rage ends, you may use this effect again, summoning another spirit, on each of your turns as a bonus action.
4Magic infuses one weapon or 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 range of 20/60ft. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5Whenever a creature hits you with an attack before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6Until your rage ends, you are surrounded by multicolored, protective lights. You gain +1 AC, and any number of creatures of your choice while within 10ft. of you gain the same bonus.
7Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15ft. of you is difficult terrain for any number of creatures of your choice.
8A bolt of light shoots from your chest. Another creature of your choice that you can see within 30ft. of you must succeed on a CON saving throw, or take 1d6 radiant damage, and be blinded until the start of your next turn. Until your rage ends, you may use this effect again on each of your turns as a bonus action.

Level 6

You may harness your wild magic to bolster yourself or a companion. As an action, you may touch one creature and confer one of the following benefits of your choice to that creature. You may use this feature a number of times equal to your proficiency bonus per long rest.

  • For 10 minutes, the creature may roll 1d6 whenever it makes an attack roll or ability check, and add half the number rolled, rounded up.

  • Roll 1d6. The creature regains one expended spell slot, the level of which equals half the number rolled, rounded up, or lower, the creature's choice. A creature may receive this feature once per long rest.


Level 10

When you are imperiled during your rage, the magic within you may lash out. Immediately after you take damage or fail a saving throw while raging, you may use your reaction to roll on the wild magic table and immediately produce the effect rolled. This effect replaces your current effect.


Level 14

Whenever you roll on the wild magic table, you may roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you may ignore the number and choose any effect.


Source: Tasha's Cauldron of Everything