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The planet of Orth was created by the Gods known as The Five as a place to test their powers and later to provide them with worshippers and, apparently, entertainment. It exists in the plane of Materium, and is connected by various means to the four Prime Elemental Planes of Ji, Neró, Ignis and Zephyr. It is also linked to Pandaemonium via a singular portal, and was briefly connected to Radiance through unknown means.
Orth exists at a point in the multiverse which is a convergence point for The Weave, a deliberate decision by the Supreme God Jak'ra as it allows the races of Orth to have access to the flow of mana without their development being directly affected by it.
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Seelie Court, the Prime Elemental, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf and Fae barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
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.
Also at 3rd level, 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.
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.
At 10th level, 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.
At 14th level, 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.