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Barbarian, Path of Wild Magic

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.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution Modifier
hit points at higher levels: 1d12 (or 7) + your Constitution Modifier per Barbarian level past 1st
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a greataxe or (b) any martial melee weapon

  • (a) two handaxes or (b) any simple weapon

  • An explorer's pack and four javelins

  • spellcasting:
    class features:

    Rage

    In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

    While raging, you gain the following benefits if you aren't wearing heavy armor:

    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
    • You have resistance to bludgeoning, piercing, and slashing damage.

    If you are able to cast spells, you can't cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your Barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

    Unarmored Defense

    While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Reckless Attack

    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    Danger Sense

    At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

    You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.

    Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

    This increases to two additional dice at 13th level and three additional dice at 17th level.

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

    Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

    Brutal Critical

    At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    This increases to three additional dice at 17th level.

    Persistent Rage

    Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

    Brutal Critical

    At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    Indomitable Might

    Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

    Primal Champion

    At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

    subclass options:

    Path of Wild Magic

    Magic Awareness

    3rd-level Path of Wild Magic feature

    As an action, you can 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 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Wild Surge

    3rd-level Path of Wild Magic feature

    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.

    Wild Magic Surge Table

    Bolstering Magic

    6th-level Path of Wild Magic feature

    You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

    • For 10 minutes, the creature can roll a 1d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
    • Roll a 1d3 . The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

    You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Unstable Backlash

    10th-level Path of Wild Magic feature

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

    Controlled Surge

    14th-level Path of Wild Magic feature

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

    LevelProficiency BonusFeaturesRagesRage Damage
    1st+2Rage, Unarmored Defense2+2
    2nd+2Reckless Attack, Danger Sense2+2
    3rd+2Primal Path3+2
    4th+2Ability Score Improvement3+2
    5th+3Extra Attack, Fast Movement3+2
    6th+3Path Feature4+2
    7th+3Feral Instinct4+2
    8th+3Ability Score Improvement4+2
    9th+4Brutal Critical (1 die)4+3
    10th+4Path Feature4+3
    11th+4Relentless Rage4+3
    12th+4Ability Score Improvement5+3
    13th+5Brutal Critical (2 dice)5+3
    14th+5Path Feature5+3
    15th+5Persistent Rage5+3
    16th+5Ability Score Improvement5+4
    17th+6Brutal Critical (3 dice)6+4
    18th+6Indomitable Might6+4
    19th+6Ability Score Improvement6+4
    20th+6Primal ChampionUnlimited+4

    Created by

    TheCrystalHive.

    Statblock Type

    Class Features

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