Path of Wild Magic Profession in Prijeba | World Anvil

Path of Wild Magic

Every once in a while, a young Barbarian who has not yet chosen a Path to walk finds themselves in a sticky situation.  A portal opening too close, a strange creature that lets loose a burst of magic at the worst time... whatever the reason, that Barbarian finds themselves... changed.  Magic-Infused and seemingly other, these warriors are made of fury and Wild Magic.
FEATURES
Barbarian Level Features
3rd Magic Awareness, Wild Surge
6th Bolstering Magic
10th Unstable Backlash
14th Controlled Surge
 
Magic Awareness
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
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.  
d8 Effect
1
Shadowy tendrils lash around you. Each creature of your choice that you can see within 30ft of you must succeed on a Con save or take 1d12 Necrotic damage. You also gain 1d12 temporary hit points.
2
You teleport up to 30ft to an unoccupied space that you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3
An intangible spirit which looks like a flumph appears within 5ft of one creature of your choice that you can see within 30ft of you.  At the end of the current turn, the spirit explodes, and each creature within 5ft of it must succeed on a Dex save or take 1d6 Force damage.  You may summon another on each turn until your Rage ends.
4
Magic infuses one weapon of your choice that you are holding. Until your Rage ends, the damage type is now Force.  The weapon gains the light and thrown properties with a range of 20ft and a long range of 60ft.  If the weapon leaves your hand, it will reappear at the end of the current turn.
5
Whenever a creature hits you with an attack roll before your  rage ends, that creature takes 1d6 Force damage as magic lashes out in retribution.
6
Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10ft of you, your allies gain the same bonus.
7
Flowers and vines temporarily grow around you. Until your Rage ends, the ground within 15ft of you is now difficult terrain for your enemies.
8
A bolt of light shoots from your chest. Another creature within 30ft of you (that you can see) must succeed on a Con save or take 1d6 Radiant damage and be blinded until the start of your next turn. You may use this effect again on each of your turns as a bonus action.
 
Bolstering Magic
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 d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. 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
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
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.

Career

Qualifications

Experienced Barbarian

Perception

Social Status

Sparks gain much renown and glory - and equal amounts of fear and nervousness from the population at large. No one is quite sure if the Sparks are in control - or if the Magic that has infused them has done something to their minds.

History

The First Spark of known origin, strangely, occurred during the Wasting.  Oilleg's magic swarmed across a town, and a young Sprite barbarian screamed into his blast... and something about it twisted, reshaping around and within the Sprite.  Unlike the Corrupted, the Sprite seemed unharmed and took the fight to the minions of Oilleg to buy time for the Refugees.  It was this Sprite that told the Elves of the sacrifice of the Enscripters - and this Sprite still lives.  Nanbri the Fearless, a small male sprite known for keeping to himself on the coast.

Operations

Tools

Known for wielding Shields and handaxes, most Sparks dance as wildly as their magic suggests between foes, as if they can't concentrate on only one.
Alternative Names
The Sparks
Demand
Scouting Parties and Explorers enjoy the Sparks, but most Settlements do not. Sparks who end up in fights have been known to cause havoc on the same level as untrained Sprites, and few Settlements want to risk the damage.

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