Path of the Wildling

Barbarian Subclass (Source: Tasha's Cauldron of Everything)
This is a variant of the Path of Wild Magic subclass, replacing it for use in this setting. It is as follows:
Your innate magic comes from the wild forces of chaos that seep into the world from the Pantesseract, the tear in reality created by Olyph's Folly . This chaos churns within you, providing a constant source of aggravation which eventually boils over into a reality rippling rage!
Wildling
When you choose this path at 3rd level, and at the start of each subsequent game session you may roll a d20 and set it aside in a designated area with the rolled face up; this is your Wild Die. During the game session, when you have just rolled one or more d20's for an attack, saving throw, or ability check, you can choose to exchange your current Wild Die (with its rolled side up) for one of those d20's before determining the outcome of the roll. The d20 you replaced (with its rolled side up) is now your Wild Die. You may use this feature up to once per turn a number of times equal to your proficiency bonus per long rest.
For instance, if you rolled a 15 for your Wild Die at the start of a game session and later rolled a 20 for an ability check, you could choose to swap out your current Wild Die for the 20, which becomes your new Wild Die. The ability check would then resolve using 15 as the rolled result. Sometime later, you might make an attack roll and choose to exchange the rolled d20 with your Wild Die of 20 to score a critical hit.
Reality Rippling Rage
Starting at 3rd level, when you score a critical hit with a melee attack while raging, a small tear in reality opens briefly and releases a multicolored flash of light that inundates your target with strange energies. After resolving your attack, roll a d8 on the Wild Criticals table and apply the result.
Starting at 6th level, when another creature scores a critical hit against you with a melee attack while you are raging, you can use your reaction after they resolve their attack to roll a d8 on the Wild Criticals table and apply the effect(s) rolled to that creature.
Wild Bolt
At 6th level, you learn the spell Chaos Bolt. You can cast this spell once as if using a 3rd-level spell slot, requiring no spell components, and using Charisma as your spellcasting ability. When you take your 12th level in this class this improves to twice as if using a 6th-level spell slot, and it improves again when you take your 18th level in this class to allow you to cast it three times as if using a 9th level slot. This is shown on the Wild Bolt Progression table below. You regain all uses after a long rest.
Wild Bolt Progression
Barbarian Level
Uses
Spell Slot
6
1
3
12
2
6
18
3
9
Prismatic Ward
At 10th level, whenever you enter a rage a prismatic ward ripples into existence around you with current and maximum hit points equal to the number that is face up on your current Wild Die. When the prismatic ward has more than 0 hit points, all damage that would be dealt to you is first applied to the prismatic ward, with any remaining damage being applied to you.
The prismatic ward remains active until your rage ends even if reduced to 0 hit points, and each time you use your Wild Die feature the current and maximum hit points of the prismatic ward reset to the face value of the new Wild Die face value.
The prismatic ward sheds prismatic light in a 15-foot radius centered on and moving with you; when the prismatic ward has more than 0 hit points the light is bright, otherwise it is dim.
Fortune Favors the Random
At 14th level, whenever you roll on the Wild Criticals table, you can roll two d8's and choose which of the two results you prefer. If you roll the same number on both dice, resolve it as if you had rolled an 8.

Wild Criticals
Wild Criticals produce prismatic magics similar to the Prismatic Spray spell, with each color of light having a different effect. Saving throws to resist these effects are made against a DC equal to 8 + your proficiency bonus + your Charisma bonus (minimum 1).
d8 roll
Color
Wild Critical
1
Red
The target takes fire damage equal to your Rage Damage and must succeed on a Dexterity saving throw or suffer an additional 1d4 fire damage at the start of their next three turns.
2
Orange
The target takes acid damage equal to your Rage Damage and must succeed on a Dexterity saving throw or suffer an additional 1d4 acid damage at the start of their next three turns.
3
Yellow
The target takes lightning damage equal to your Rage Damage and must succeed on a Constitution saving throw or become stunned until the end of their next turn.
4
Green
The target takes poison damage equal to your Rage Damage and must succeed on a Constitution saving throw or become poisoned until the end of their next turn.
5
Blue
The target takes cold damage equal to your Rage Damage and must succeed on a Constitution saving throw or become restrained until the end of their next turn.
6
Indigo
The target takes psychic damage equal to your Rage Damage and must succeed on a Constitution saving throw or become petrified until the end of their next turn.
7
Violet
The target takes force damage equal to your Rage Damage and must succeed on a Charisma saving throw or be banished to a harmless demiplane. The target is incapacitated while in the demiplane, and reappears in the space it left or in the nearest unoccupied space if that space is occupied at the end of their next turn.
8
Special
You choose which color of light hits the target.

Powered by World Anvil