About this mod
An overhaul of the Wild Magic Barbarian Subclass, keeping the flavour of random magic surges while making them beneficial and making the class more useful/powerful.
- Requirements
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Translations
- Mandarin
Barbarian is easily my favourite Class (my last two mods were custom Barbarian Subclasses!) but I have very little experience with Wild Magic. This is mostly because it was weak, didn't scale into late-game and above all had only eight surges. I decided to remake it to make every surge at least somewhat useful, with some of them being buffs for your team and some being debuffs for everyone but you.
There's too many changes from the original Subclass so I'll just note what my version does, and I'd encourage you to check the actual abilities on the BG3 wiki if you don't know anything (I'll say if something is new). The features of the Subclass are as follows:
Level 3
Magic Awareness (Ability):
The range has been increased from 3m to 9m, and it now only targets you and your allies.
Wild Magic Surges:
The only surges I kept from the original Wild Magic table (because I liked them) are Magic Retribution and Teleport. The surges for this Subclass mod are as below:
- Teleport: Unchanged (other than fixing a bug where it noted as affecting everyone around you even though only you could use it, now it will only target yourself)
- Magic Retribution: This now does 1d8 + Proficiency Bonus to anyone that attacks you. They are also knocked away and left Prone.
- Enchant: This makes it so you and your allies within 9m are guaranteed a Critical for your next weapon attack and your weapons do an additional 1d4 Force damage.
- Fog Cloud: This creates a 9m radius Fog Cloud around you for 5 turns. You also gain "Wild Sight" for the same duration of the Fog Cloud that makes you immune to Blindness.
- Enlarge: This Enlarges you and any allies within 9m for 10 turns.
- Action Surge: You gain an additional Action this turn.
- Armor of Agathys: You and any allies within 9m gain Armor of Agathys (cast as a Level 2 Spell).
- Irresistible Dance: All other creatures within 9m start dancing for 5 turns and are unable to take any Actions or move.
- Fly: You gain the ability to Fly for 10 turns.
- Blur: You and any allies within 9m are Blurred for 10 turns.
- Cleansing Aura: You and any allies within 9m are healed for your Level x3 and have your maximum hit points increased by 15.
- Burning: All other creatures and items within 9m are set ablaze and take 1d8 + Proficiency Bonus as Fire damage for 5 turns.
- Mephit: Summons a hostile Mephit.
- Reduce: Reduces all other creatures within 9m for 10 turns.
- Cats: All other creatures within 9m are turned into cats for 5 turns.
- Invisibility: You gain Greater Invisibility for 10 turns.
- Hideous Laughter: All other creatures within 9m are left laughing on the floor for 2 turns.
- Sleep: All other creatures within 9m fall asleep for 2 turns.
- Slow: All other creatures within 9m are Slowed for 5 turns.
- Mirror Image: You and any allies within 9m gain Mirror Image for 10 turns.
- Dominate: All hostile creatures within 9m become your allies until their next attack or if they take damage.
The next 3 surges are only available after Level 10 for balancing purposes (even though this was a personal mod for fun if that makes sense!):
- Lava Elemental: Take on the form of a Lava Elemental until Long Rest or until you choose to return to normal. This doesn't do absurd damage but is nigh unkillable due to its Bonus Action of making lava appear underneath it (you have a Passive where you gain 20d6 hit points if starting your turn standing in lava and damaged). Your regular attacks have a small AoE, you get a Multiattack that hits twice, and you are Resistant to Poison and Immune to Fire. (Note: Sometimes when dismissing the form your character pauses for a few seconds before returning to normal. I don't know enough about modding Wild Shapes to know how to fix it but just know that the form works fine, so don't panic!)
- Lightning: Deals 5d8 Lightning damage to any hostile creature within 9m.
- Cambion: Summons a hostile Cambion (they are Level 10 so beware)
Level 6
Bolstering Magic (Boon, Level 1 Spell Slot and Level 2 Spell Slot) (Ability):
These are now Bonus Actions, and Bolstering Magic: Boon is now Once Per Short Rest while granting a 1d8 bonus from a 1d4. They have all also had their range increased to 9m.
Unstable Backlash (Passive):
This was originally a Level 10 Passive that I've moved to Level 6 so you can start having fun with multiple surges earlier.
Level 9
Bolstering Magic: Level 3 Spell Slot (Ability):
Same changes as from Level 6.
Level 10
Power Release (Ability):
This is a new custom Ability I've made to act as a capstone for the Subclass and reward players for taking Wild Magic Barbarian this far. Using a Bonus Action, you can trigger a random Wild Magic surge from the abilities listed above.
Between Unstable Backlash and Power Release, you can pretty consistently have multiple surges active at once.