Dungeons & Dragons Online

An expanded Wild Magic Barbarian table surge table that improves as you level up.

After running a campaign for a wild magic barbarian (from level 2 to currently 14 and ongoing) we came the realization that while the flavor is wonderful and it is very fun, at higher levels the effects you get from your subclass are much weaker than others. In addition, the effects don't scale at all, and rarely stay useful at higher levels.

In response, i made an expanded table, that you implement slowly from the original:

Until level 6, the table stays the same. At level 6, the die changes to a d10, and 2 effects are added (#9 & 10, detailed at the end)

At level 10, the die changes to a d12, and 2 final effects are added (#11 & 12, detailed at the end)

Finally, at 14 level, the original 8 effects get slight buffs, making them more viable and usable at high levels.

While i recognize this table isn't perfect (it only expands until level 14, and doesn't scale slowly), i hope it could give other DMs inspiration on how to improve their own wild magic barbarians lives. Finally, the full table:

1 – Shadowy 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 + your constitution modifier necrotic damage. You also gain 1d12 temporary hit points. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

2 – 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.

3 – An invulnerable spirit, which looks like a flumph, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. Until your rage ends, at the end of your turn the flumph can move 30 feet and attempt to restrain a creature. The creature must make a Strength saving throw or become restrained.

4 – Magic infuses one weapon of 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 normal range of 30 feet and a long range of 120 feet. If the weapon leaves your hand, the weapon reappears in your hand immediately.

5 – Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d12 + your constitution modifier force damage, as magic lashes out in retribution.

6 – Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +2 bonus to AC, and creatures of your choice within 30 feet of you have disadvantage on any attack roll that isn’t against you.

7 – Flowers and vines temporarily grow around you; until your rage ends, enemies that start their turn within 30 feet of you have their speed halved until the end of their turn.

8 – A bolt of light 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 1d12 + your constiution modifier radiant damage and be blinded until the start of your next turn. On a success, the creature takes half damage and isn't blinded. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

9 – Immbued by the strength of giants, you grow larger by one size category. Your reach increases by 5 feet, and all your attacks deal an additional 1d4 damage.

10 – You become tranquil as a swaying tree. When a creature misses you with a melee attack roll, you can use a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

11 – You roar with the presence of the most fearsome dragons. Each creature of your choice that can hear you within 60 feet must make a Wisdom saving throw or become frightened of you 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 – Your fur becomes a second armor as the spirits of nature ward you. you gain resistance to all damage except psychic damage.

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