Wild Magic table (Barbarian): Difference between revisions

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(I added a list of all the Wild Magic Surges for Wild Magic Barbarian subclass)
 
(Updated some info about Wild Surge Barbarian)
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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 1d6 Force damage and gains the Light and Thrown properties. If thrown, it immediately reappears in your hand.
* '''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.
* '''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 10ft (3m) of you, have a +1 bonus to Armor Class.
* '''Protective Lights:''' You, and any allies within 10ft (3m) of you, have a +1 bonus to Armor Class.
* '''Intangible Spirit:''' As a Bonus Action, choose to summon a spectral flumph within 30ft (10m) of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to anyone within 7ft on a failed DEX save.
* '''Intangible Spirit:''' Each turn, as a Bonus Action, choose to summon a spectral flumph within 30ft (10m) of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to anyone within 5ft on a failed DEX save.
* '''Bolt of Light:''' As a Bonus Action, choose to shoot a Bolt of Light from your chest at a target within 30ft (10m) of you. Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed CON save for 1 turn.
* '''Bolt of Light:''' Each turn, as a Bonus Action, choose to shoot a Bolt of Light from your chest at a target within 30ft (10m) of you. Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed CON save for 1 turn.
* '''Vine Growth:''' Flowers and vines spread outward from you in a radius of 17ft creating Difficult Terrain for everyone other than you.
* '''Vine Growth:''' Flowers and vines spread outward from you in a radius of 15ft creating Difficult Terrain for everyone other than you.
* '''Teleport:''' As a Bonus Action, choose to Teleport to an unoccupied space you can see within 60ft.
* '''Teleport:''' Each turn, as a Bonus Action, choose to Teleport to an unoccupied space you can see within 60ft.
* '''Dark Tendrils:''' Shadowy tendrils lash outwards from you, sucking the life from all nearby creatures and granting you 1d12 Temporary Hit Points.
* '''Dark Tendrils:''' Shadowy tendrils lash outwards from you. Each creature within 30ft of you must succeed a CON save or take 1d12 Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points.

Revision as of 16:33, 19 August 2023

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 10ft (3m) of you, have a +1 bonus to Armor Class.
  • Intangible Spirit: Each turn, as a Bonus Action, choose to summon a spectral flumph within 30ft (10m) of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to anyone within 5ft on a failed DEX save.
  • Bolt of Light: Each turn, as a Bonus Action, choose to shoot a Bolt of Light from your chest at a target within 30ft (10m) of you. Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed CON save for 1 turn.
  • Vine Growth: Flowers and vines spread outward from you in a radius of 15ft creating 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 60ft.
  • Dark Tendrils: Shadowy tendrils lash outwards from you. Each creature within 30ft of you must succeed a CON save or take 1d12 Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points.