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{{PageSeo | {{PageSeo | ||
| description = Wild Magic is a subclass of Sorcerer. | | description = Wild Magic is a subclass of Sorcerer in the game Baldur's Gate 3. | ||
| image = Wild Magic | | image = Class Sorcerer Wild Magic Badge Icon.png | ||
}} | }} | ||
{{ | {{hatnote|See also: For the Barbarian version, see [[Wild Magic (barbarian subclass)]].}} | ||
'''Wild Magic''' is one of the [[Sorcerer#Subclass|Subclasses]] of [[Sorcerer]]. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain [[Advantage]] on rolls, in exchange for their magic becoming more erratic and surging more often. | |||
[[ | {{Quote class|{{PAGENAME}}}} | ||
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== Subclass | == Subclass features == | ||
[[File:Default Sorcerer Armor.png|230px|right|Sorcerer's default armour]]{{SubclassNote|Sorcerer}} | |||
{{Level header|1}} | |||
; {{Pass|Wild Magic (passive feature)|Wild Magic|w=40}} | |||
: Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic (sorcerer subclass)#Wild Magic Surge effects|magical effect]]. | |||
{{HorizontalRuleImage}} | |||
; {{Pass|Tides of Chaos (passive feature)|w=40}} | |||
: Activate to gain {{Advantage}} on your next {{Attack Roll}}, {{Icon|D20.png|25}} [[Ability Check]], or {{SavingThrow}}. Increased chance of '''Wild Magic''' surge afterwards. | |||
: * {{Recharge|Short Rest}} or [[Long Rest]] | |||
{{Level header|6}} | |||
; {{SAI|Bend Luck|w=40}} | |||
: Spend 2 Sorcery Points as a free action to give a target a {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} bonus or a {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} penalty to all {{Icon|D20.png|25}} [[Ability Check|Ability Checks]] for two turns, or spend 2 Sorcery Points as a reaction to give a target a {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} bonus or a {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} penalty on a single {{Attack Roll}} or {{SavingThrow}}. | |||
{{Level header|11}} | |||
= | ; {{SAI|Controlled Chaos|w=40}} | ||
: When an enemy casts a spell, spend your reaction to cause a '''Wild Magic Surge''' near the enemy spellcaster. | |||
== Wild Magic Surge effects == | |||
{{:Wild Magic table (Sorcerer)}} | |||
== | == External links == | ||
{{FRWiki|Wild mage|long}} | |||
{{SorcererNavbox}} | |||
[[Category:Subclasses]] | |||
Latest revision as of 17:15, 8 September 2024
See also: For the Barbarian version, see Wild Magic (barbarian subclass).
Wild Magic is one of the Subclasses of Sorcerer. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain Advantage on rolls, in exchange for their magic becoming more erratic and surging more often.
Subclass features[edit | edit source]
This subclass obtains all the features from its base class, Sorcerer, in addition to its unique features outlined below.Level 1
- Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a Spell of level 1 or higher, your magic might surge and trigger a random magical effect.
- Activate to gain Advantage on your next Attack roll, Ability Check, or Saving throw. Increased chance of Wild Magic surge afterwards.
- * Recharge: Short rest or Long Rest
Level 6
- Spend 2 Sorcery Points as a free action to give a target a +1d4 bonus or a -1d4 penalty to all Ability Checks for two turns, or spend 2 Sorcery Points as a reaction to give a target a +1d4 bonus or a -1d4 penalty on a single Attack roll or Saving throw.
Level 11
- When an enemy casts a spell, spend your reaction to cause a Wild Magic Surge near the enemy spellcaster.
Wild Magic Surge effects[edit | edit source]
Effect | Description |
---|---|
At the start of each turn, trigger a random magical effect. | |
Each creature and item within 6 m / 20 ft starts burning and takes 1d6Fire per turn. | |
Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft | |
Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Force. | |
Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | |
Create a cloud of fog around yourself. Creatures within are Heavily Obscured and . | |
Each creature within 9 m / 30 ft becomes . | |
When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit points per Spell Slot level used. | |
Summon a hostile mephit. | |
Swap positions with a target each time you cast a spell or cantrip. | |
You gain an additional action this turn. | |
You can | until the end of the turn.|
Armour Class is increased by 5 and you are immune to the effects of | |
Able to lift and throw objects and creatures with your mind until the end of your turn. | |
Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved. | |
Each creature within 9 m / 30 ft is randomly or . | |
You are transformed into a beast. | |
Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
You are . | |
Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Piercing for every 1.5 m / 5 ft it moves. | |
Create a vine surface around yourself, slowing down creatures, possibly | them.|
Gain the ability to comprehend and communicate with beasts. | |
Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog. |
External links[edit | edit source]
Wild mage on the Forgotten Realms Wiki