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Wild Magic (barbarian subclass): Difference between revisions
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Revision as of 16:37, 21 March 2024
For the sorcerer subclass of the same name, see Wild Magic (Sorcerer subclass).
Wild Magic is one of the subclasses of barbarian. These barbarians manifest otherworldy magic to bolster their martial abilities.
The wild influence of magic has transformed you, suffusing you with arcane power that churns within you, waiting to be released.
The wild influence of magic has transformed you, suffusing you with arcane power that churns within you, waiting to be released.
Subclass features
This subclass obtains all the features from its base class, Barbarian, in addition to its unique features outlined below.
Level 3
- Rage instantly causes a randomly rolled Wild Magic effect. Some of these effects can be activated every subsequent turn as a bonus action.
Wild Magic Effects
Effect | Description |
---|---|
Magic infuses your weapon. It deals an additional 1d6 ![]() ![]() ![]() | |
You are protected by wild, vengeful magic. Enemies that hit you take 1d6 ![]() | |
You, and any allies within ![]() ![]() | |
Each turn, as a ![]() ![]() ![]() ![]() ![]() | |
Each turn, as a ![]() ![]() ![]() ![]() | |
Flowers and vines spread outward from you in a radius of ![]() | |
Each turn, as a ![]() ![]() | |
Shadowy tendrils lash outwards from you. Each creature within ![]() ![]() ![]() ![]() |
- Anyone within a
3 m / 10 ft range adds their Proficiency Bonus to Saving Throws against spells.
Level 6
- You or an ally receive +1d4 bonus to Attack Rolls and Ability Checks for 10 turns.
- You or an ally recover a level 1 Spell Slot.
- You or an ally recover a level 2 Spell Slot.
Level 9
- You or an ally recover a level 3 Spell Slot.
Level 10
- While enraged, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect that replaces the current one. (This counts as a reaction and can be set to ask.)