Ad placeholder

Wild Magic table (Barbarian): Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
No edit summary
Line 19: Line 19:
|-
|-
!{{SmallIcon|Wild Magic Intangible Spirit Icon.png}} [[Wild Magic: Intangible Spirit (Condition)|Intangible Spirit]]
!{{SmallIcon|Wild Magic Intangible Spirit Icon.png}} [[Wild Magic: Intangible Spirit (Condition)|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}}.
|{{SmallIcon|Wild Magic Intangible Spirit Icon.png}} '''[[Wild Magic: 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}}.
|-
|-
!{{SmallIcon|Wild Magic Light Bolt Icon.png}} [[Wild Magic: Light Bolt (Condition)|Bolt of Light]]
!{{SmallIcon|Wild Magic Light Bolt Icon.png}} [[Wild Magic: Light Bolt (Condition)|Bolt of Light]]
Line 33: Line 34:
|-
|-
!{{SmallIcon|Wild Magic Dark Tendrils Icon.png}} [[Wild Magic: Dark Tendrils (Condition)|Dark Tendrils]]
!{{SmallIcon|Wild Magic Dark Tendrils Icon.png}} [[Wild Magic: Dark Tendrils (Condition)|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|1d12 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 | 1d12 | Necrotic}} damage. Additionally, you gain {{DamageIcon|Healing}}{{DamageColor|Healing|1d12 Temporary Hit Points}}.
|}<noinclude>{{BarbarianNavbox}}</noinclude>
|}<noinclude>{{BarbarianNavbox}}</noinclude>

Revision as of 20:41, 20 September 2023

35 35 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
Weapon Infusion Magic infuses your weapon. It deals an additional 1d6 Damage TypesForce damage and gains the Light (weapon property) Light and Thrown 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 Damage TypesForce damage in retaliation.
File:Wild Magic Protective Lights Icon.png Protective Lights You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class Armour Class.
Intangible Spirit Wild Magic: 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 Damage TypesForce damage to anyone within 4.5 m / 15 ft on a failed Dexterity saving throw.
Bolt of Light File:Wild Magic Light Bolt Small Icon.png Wild Magic: 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. Wild Magic: Bolt of Light deals 1d6 Damage TypesRadiant damage and Blinds 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 Difficult Terrain for everyone other than you.
File:Wild Magic Teleport Barbarian Icon.png Teleport File:Wild Magic Teleport Barbarian Small Icon.png Wild Magic: 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 1d12 Damage TypesNecrotic damage. Additionally, you gain 1d12 Temporary Hit Points.