Wild Magic table (Barbarian): Difference between revisions

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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 {{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 [[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|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]].

Revision as of 18:46, 24 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 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: You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Damage TypesForce damage in retaliation.


  • Protective Lights: You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class 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 Damage TypesForce damage to anyone within 4.5 m / 15 ft on a failed Dexterity saving throw.



  • Vine Growth: Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft 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 18 m / 60 ft


  • Dark Tendrils: Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d6 Damage TypesNecrotic damage. Additionally, you gain 12 Temporary Hit Points.