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Wild Magic table (Barbarian): Difference between revisions
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(I added a list of all the Wild Magic Surges for Wild Magic Barbarian subclass) |
(No difference)
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Revision as of 15:28, 19 August 2023
All effects last until the end of your Rage or until a new Wild Surge has been activated.
- Weapon Infusion: Magic infuses your weapon. It deals an additional 1d6 Force damage and gains the Light and Thrown properties. If thrown, it immediately reappears in your hand.
- Magic Retribution: You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Force damage in retaliation.
- Protective Lights: You, and any allies within 10ft (3m) of you, have a +1 bonus to Armor Class.
- Intangible Spirit: As a Bonus Action, choose to summon a spectral flumph within 30ft (10m) of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to anyone within 7ft on a failed DEX save.
- Bolt of Light: As a Bonus Action, choose to shoot a Bolt of Light from your chest at a target within 30ft (10m) of you. Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed CON save for 1 turn.
- Vine Growth: Flowers and vines spread outward from you in a radius of 17ft creating Difficult Terrain for everyone other than you.
- Teleport: As a Bonus Action, choose to Teleport to an unoccupied space you can see within 60ft.
- Dark Tendrils: Shadowy tendrils lash outwards from you, sucking the life from all nearby creatures and granting you 1d12 Temporary Hit Points.