More actions
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 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
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.