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Wild Magic: Dark Tendrils
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Wild Magic: Dark Tendrils is a free action that is randomly used when you trigger a Wild Magic roll. Every turn, you deal Necrotic damage to every creature around you while also healing yourself.
Description
Shadowy tendrils lash outwards from you. Each creature within![](/w/images/thumb/0/08/Range_Icon.png/25px-Range_Icon.png)
![](/w/images/thumb/e/e7/Saving_Throw_Icon.png/25px-Saving_Throw_Icon.png)
![Damage Types](/w/images/thumb/3/39/Necrotic_Damage_Icon.png/25px-Necrotic_Damage_Icon.png)
![](/w/images/thumb/a/ac/Healing_Icon.png/25px-Healing_Icon.png)
Can only have temporary hit points from one source.
Properties
Condition: Wild Magic: Dark Tendrils
Duration: 10 turns
- Each creature within
9 m / 30 ft of you must succeed a
Constitution saving throw or take 1d12
Necrotic damage. Additionally, you gain
1d12 Temporary Hit Points.
- The DC is based off your Charisma modifier
How to learn
Classes:
- Class level 3: Wild Magic Barbarian