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 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 Dexteritysaving throw.
Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft creating 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 Constitutionsaving throw or take 1d6 Necrotic damage. Additionally, you gain 12 temporary Hit Points.