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Wild Magic table (Barbarian): Difference between revisions
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All effects last until the end of your [[Rage]] or until a new Wild Surge has been activated. | When a [[Barbarian]] Wild Surge has been activated, one of the listed effects will be unleashed. 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 {{DamageText | 1d6 | Force}} damage and gains the {{Light}} and {{Thrown}} properties. If thrown, it reappears in your hand at the end of your turn. | |||
=== Magic Retribution === | |||
You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation. | |||
=== Protective Lights === | |||
You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}. | |||
=== Intangible Spirit === | |||
Each turn, as a {{action|bonus}}, choose to summon a spectral flumph within {{Distance|m=10|ft=30}} of you. The flumph explodes at the end of your turn, dealing {{DamageText | 1d6 | Force}} damage to anyone within {{Distance|m=4.5|ft=5}} on a failed {{SavingThrow|DEX}}. | |||
=== Bolt of Light === | |||
Each turn, as a {{action|bonus}}, choose to shoot a [[Bolt of Light]] from your chest at a target within {{Distance|m=10|ft=30}} of you. [[Bolt of Light]] deals {{DamageText | 1d6 | Radiant}} damage and [[Blinded_(Condition)|Blinds]] the target on a failed {{SavingThrow|CON}} for 1 turn. | |||
=== Vine Growth === | |||
Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating [[Difficult Terrain]] for everyone other than you. | |||
=== Teleport === | |||
Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}} | |||
=== Dark Tendrils === | |||
Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain 12 Temporary {{DamageIcon|Healing}}[[Hit Points]]. | |||
Revision as of 18:33, 24 August 2023
When a Barbarian Wild Surge has been activated, one of the listed effects will be unleashed. 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 reappears in your hand at the end of your turn.
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 3 m / 10 ft of you, have a +1 bonus to Armour Class.
Intangible Spirit
Each turn, as a Bonus action, choose to summon a spectral flumph within 10 m / 33 ft of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to anyone within 4.5 m / 15 ft on a failed Dexterity saving throw.
Bolt of Light
Each turn, as a Bonus action, choose to shoot a Bolt of Light from your chest at a target within 10 m / 33 ft of you. Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed Constitution saving throw for 1 turn.
Vine Growth
Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft creating Difficult Terrain for everyone other than you.
Teleport
Each turn, as a Bonus action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft
Dark Tendrils
Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d6 Necrotic damage. Additionally, you gain 12 Temporary Hit Points.