Frankie1969
Adventurer
Barbarians, like Rangers, start pretty strong and then flatten out in the early teen levels. The simplest way to compensate for this is for Path features to become progressively stronger at higher levels. Unfortunately, most paths don't do this enough, and Wild Magic is sadly no exception.
However, here's an easy suggestion to fix it. Append this paragraph after the Wild Magic table.
However, here's an easy suggestion to fix it. Append this paragraph after the Wild Magic table.
At 10th level, any damage dice stated in the table increase by one die, and do so again at 17th level. Likewise, any distances stated in the table, except for effect 1 (shadowy tendrils), increase by 15 feet at 10th level, and again at 17th level.