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Wild Magic: Dark Tendrils: Difference between revisions
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| class learns at level 3 = Wild Magic Barbarian | | class learns at level 3 = Wild Magic Barbarian | ||
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Latest revision as of 08:08, 15 August 2024
Wild Magic: Dark Tendrils is a Wild Magic Barbarian free action that is randomly used when you trigger a Wild Magic roll. Every turn, you deal Necrotic damage to every creature around you while also healing yourself.
Description
Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d12Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points.Can only have temporary hit points from one source.
Properties
Condition: Wild Magic: Dark Tendrils
Duration: 10 turns
DC 12 Constitution saving throw
- Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d12 Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points.
- The DC is based off your Charisma modifier
How to learn
Classes:
- Class level 3: Wild Magic Barbarian