1,034
editsAd placeholder
Wild Magic table (Barbarian): Difference between revisions
Jump to navigation
Jump to search
added double lines for readability
No edit summary |
(added double lines for readability) |
||
Line 1: | Line 1: | ||
All effects last until the end of your [[Rage]] or until a new Wild Surge has been activated. | 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 {{DamageText | 1d6 | Force}} damage and gains the {{Light}} and {{Thrown}} properties. If thrown, it reappears in your hand at the end of your turn. | * '''Weapon Infusion:''' Magic infuses your weapon. It deals an additional {{DamageText | 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 {{DamageText | 1d6 | Force}} damage in retaliation. | * '''Magic Retribution:''' You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation. | ||
* '''Protective Lights:''' You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}. | * '''Protective Lights:''' You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}. | ||
* '''Intangible Spirit:''' Each turn, as a {{action|bonus}}, choose to summon a spectral flumph within {{Distance|m=10|ft=30}} of you. The flumph explodes at the end of your turn, dealing {{DamageText | 1d6 | Force}} damage to anyone within {{Distance|ft=5}} on a failed {{SavingThrow|DEX}}. | |||
* '''Intangible Spirit:''' Each turn, as a {{action|bonus}}, choose to summon a spectral flumph within {{Distance|m=10|ft=30}} of you. The flumph explodes at the end of your turn, dealing {{DamageText | 1d6 | Force}} damage to anyone within {{Distance|m=4.5|ft=5}} on a failed {{SavingThrow|DEX}}. | |||
* '''Bolt of Light:''' Each turn, as a {{action|bonus}}, choose to shoot a [[Bolt of Light]] from your chest at a target within {{Distance|m=10|ft=30}} of you. [[Bolt of Light]] deals {{DamageText | 1d6 | Radiant}} damage and [[Blinded_(Condition)|Blinds]] the target on a failed {{SavingThrow|CON}} for 1 turn. | * '''Bolt of Light:''' Each turn, as a {{action|bonus}}, choose to shoot a [[Bolt of Light]] from your chest at a target within {{Distance|m=10|ft=30}} of you. [[Bolt of Light]] deals {{DamageText | 1d6 | Radiant}} damage and [[Blinded_(Condition)|Blinds]] the target on a failed {{SavingThrow|CON}} for 1 turn. | ||
* '''Vine Growth:''' Flowers and vines spread outward from you in a radius of {{Distance|ft=15}} creating [[ | |||
* '''Teleport:''' Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|ft=60}} | |||
* '''Dark Tendrils:''' Shadowy tendrils lash outwards from you. Each creature within {{Distance|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain 12 Temporary {{DamageIcon|Healing}}[[Hit Points]]. | * '''Vine Growth:''' Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating [[Difficult Terrain]] for everyone other than you. | ||
* '''Teleport:''' Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}} | |||
* '''Dark Tendrils:''' Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain 12 Temporary {{DamageIcon|Healing}}[[Hit Points]]. |