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Wild Magic table (Barbarian)
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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
1.5 m / 5 ft (ERROR: Distance not in metric!) 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 (ERROR: Distance not in metric!) creating Template: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 (ERROR: Distance not in metric!)
- Dark Tendrils: Shadowy tendrils lash outwards from you. Each creature within
9 m / 30 ft (ERROR: Distance not in metric!) of you must succeed a
Constitution saving throw or take 1d6
Necrotic damage. Additionally, you gain 12 Temporary
Hit Points.