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Wild Magic table (Barbarian)

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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 Wild Surge has been activated.

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.

Protective Lights

You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class 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 Damage TypesForce 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 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.

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 Damage TypesNecrotic damage. Additionally, you gain 12 temporary Hit Points.