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Wild Magic (barbarian subclass)

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Revision as of 02:37, 22 September 2023 by HiddenDragon (talk | contribs) (→‎Level 9)
Wild Magic Barbarian Subclass Icon.png
The wild influence of magic has transformed you, suffusing you with arcane power that churns within you, waiting to be released.

Wild Magic is one of the Subclasses of Barbarian. These Barbarians manifest otherworldy magic to bolster their martial abilities.

See also: For the Sorcerer version, see Wild Magic (Sorcerer Subclass).

Subclass Features

This subclass obtains all the features from its base class, Barbarian, in addition to its unique features outlined below.

Level 3

Rage: Wild Magic Rage: Wild Magic

  • Rage instantly causes a randomly rolled Wild Magic effect. Some of these effects can be activated every subsequent turn as a bonus action.

Magic Awareness Magic Awareness

Level 6

Bolstering Magic: Boon Bolstering Magic: Boon

Bolstering Magic: Level 1 Spell Slot Bolstering Magic: Level 1 Spell Slot

Bolstering Magic: Level 2 Spell Slot Bolstering Magic: Level 2 Spell Slot

  • You or an ally recover a level 2 Spell Slot.

Level 9

Bolstering Magic: Level 3 Spell Slot Bolstering Magic: Level 3 Spell Slot

  • You or an ally recover a level 3 Spell Slot.

Level 10

Unstable Backlash Unstable Backlash

Wild Magic Effects

Effect Description
Weapon Infusion 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 Magic Retribution You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Damage TypesForce damage in retaliation.
Protective Lights Protective Lights You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class Armour Class.
Intangible Spirit 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 DC 12 Dexterity saving throw.
Bolt of Light 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. Wild Magic: Bolt of Light deals 1d6 Damage TypesRadiant damage and Blinds Blinds the target on a failed DC 12 Constitution saving throw for 1 turn.
Vine Growth 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 Teleport Each turn, as a Bonus action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft
Dark Tendrils Dark Tendrils Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a DC 12 Constitution saving throw or take 1d12Damage TypesNecrotic damage. Additionally, you gain 1d12 Temporary Hit Points.