More actions
All effects last until the end of your Rage or until a new Wild Surge has been activated.
- 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 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 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 Necrotic damage. Additionally, you gain 12 Temporary Hit Points.