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Wild Magic table (Barbarian): Difference between revisions
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!Teleport | !Teleport | ||
|Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}} | |{{SmallIcon|Wild Magic Teleport Barbarian Small Icon.png}} [[Wild Magic: Teleport (Barbarian)|Wild Magic: Teleport]] | ||
*Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}} | |||
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!Dark Tendrils | !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 {{DamageIcon|Healing}}{{DamageColor|Healing|12 temporary Hit Points}}. | |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 {{DamageIcon|Healing}}{{DamageColor|Healing|12 temporary Hit Points}}. | ||
|}<noinclude>{{BarbarianNavbox}}</noinclude> | |}<noinclude>{{BarbarianNavbox}}</noinclude> |
Revision as of 18:58, 20 September 2023
will unleash one of the listed effects when Rage has been activated. All effects last until end of Rage or until a new effect has been activated.
Barbarian Wild Magic Effects
The following section can be transcluded into other pages with {{:Wild Magic table (Barbarian)}}
.
Effect | Description |
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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 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 | File:Wild Magic Teleport Barbarian Small Icon.png Wild Magic: Teleport
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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. |