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Wild Magic table (Barbarian): Difference between revisions
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{{Class|Wild Magic|35}} will unleash a Wild Surge when Rage 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. | {{Class|Wild Magic Barbarian|35}} will unleash a Wild Surge when Rage 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 === | === Weapon Infusion === |
Revision as of 18:59, 24 August 2023
will unleash a Wild Surge when Rage 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 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.