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Magic Awareness

  • range Action
  • s 60 feet

  • ap
  • type 1 round

When you choose this path at 3rd level, 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.

Barbarian Path of Wild Magic

Bolstering Magic

  • range Action
  • s Touch

  • ap
  • type 10 minutes

Beginning at 6th level, 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.

Barbarian Path of Wild Magic

Fey Step: Autumn

  • range Bonus Action
  • s 10 feet

  • ap
  • type Instantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season, if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Eladrin

Fey Step: Winter

  • range Bonus Action
  • s 5 feet

  • ap
  • type Instantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season, if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Eladrin

Fey Step: Spring

  • range Bonus Action
  • s Touch

  • ap
  • type Instantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season, if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Eladrin

Fey Step: Summer

  • range Bonus Action
  • s 5 feet

  • ap
  • type Instantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season, if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Eladrin

Fey Step: Autumn

  • range Bonus Action
  • s 10 feet

  • ap
  • type Instantaneous

Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Eladrin

Fey Step

  • range Bonus Action
  • s 30 feet

  • ap
  • type Instantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season, if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Eladrin

Wild Surge: 8

  • range Bonus Action
  • s 30 feet

  • ap
  • type Instantaneous

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 1d6 radiant damage and be blinded 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.

Barbarian Path of Wild Magic

3 3
6 6

Wild Surge: 7

  • range Bonus Action
  • s 15 feet

  • ap
  • type Instantaneous

Flowers and vines temporarily grow around you, until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

Barbarian Path of Wild Magic

Wild Surge: 6

  • range Bonus Action
  • s 10 feet

  • ap
  • type Instantaneous

Until your rage ends, you are surrounded by multicolored, protective lights, you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

Barbarian Path of Wild Magic

Wild Surge: 5

  • range Bonus Action
  • s Touch

  • ap
  • type Instantaneous

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.

Barbarian Path of Wild Magic

Wild Surge: 4

  • range Bonus Action
  • s Touch

  • ap
  • type Instantaneous

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 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.

Barbarian Path of Wild Magic

Wild Surge: 3

  • range Bonus Action
  • s 30 feet

  • ap
  • type Instantaneous

An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

Barbarian Path of Wild Magic

Wild Surge: 1

  • range Bonus Action
  • s 30 feet

  • ap
  • type Instantaneous

Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.

Barbarian Path of Wild Magic

Wild Surge: 2

  • range Bonus Action
  • s 30 feet

  • ap
  • type Instantaneous

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

Barbarian Path of Wild Magic