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Wild Magic: Dark Tendrils: Difference between revisions

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| condition duration = 10
| condition save = CON
| condition save = CON
| condition dc =  
| condition dc = 12
| 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.webp

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 Damage TypesNecrotic 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 1d12Damage TypesNecrotic damage. Additionally, you gain 1d12 Temporary Hit Points.

Can only have temporary hit points from one source.

Properties

Details:
 Range: Self
AoE: 9 m / 30 ft (Radius)
CON Save (DC 12)

Condition: Wild Magic: Dark Tendrils

Wild Magic: Dark Tendrils 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 Damage TypesNecrotic damage. Additionally, you gain 1d12 Temporary Hit Points.
  • The DC is based off your Charisma modifier

How to learn

Classes: