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Wild Magic (barbarian subclass)

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For the sorcerer subclass of the same name, see Wild Magic (sorcerer subclass).

Wild Magic is one of the subclasses of barbarian. These barbarians manifest otherworldy magic to bolster their martial abilities.

Subclass features[edit | edit source]

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 ( + )
Enter a Rage Rage that releases all the magic roiling inside you, causing a random magical effect.

Wild Magic Effects[edit | edit source]

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.
Bg3 content hr.png
Magic Awareness Magic Awareness ()
Anyone within range adds their Proficiency Bonus to Saving Throws against spells. ( Recharge: Short rest.)

Level 6

Bolstering Magic: Boon Bolstering Magic: Boon ()
You or an ally receive D4 Physical.png +1d4 bonus to Attack Rolls and Ability Checks for 10 turns. ( Recharge: Long rest.)
Bolstering Magic: Level 1 Spell Slot Bolstering Magic: Level 1 Spell Slot ()
You or an ally recover a Level 1 spell slot. ( Recharge: Long rest.)
Bolstering Magic: Level 2 Spell Slot Bolstering Magic: Level 2 Spell Slot ()
You or an ally recover a Level 2 spell slot. ( Recharge: Long rest.)

Level 9

Bolstering Magic: Level 3 Spell Slot Bolstering Magic: Level 3 Spell Slot ()
You or an ally recover a Level 3 spell slot. ( Recharge: Long rest.)

Level 10

Unstable Backlash Unstable Backlash ()
While Raging, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect that replaces the current one.

External links[edit | edit source]