Wild Magic table (Barbarian): Difference between revisions

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{{PageSeo|description=Barbarian Wild Magic Table. All outcomes explained.|image=Wild Magic Barbarian Subclass Icon.png}}
<noinclude>{{PageSeo|description=Barbarian Wild Magic Table. All outcomes explained.|image=Wild Magic Barbarian Subclass Icon.png}}


{{Class|Wild Magic Barbarian|35}} will unleash one of the listed effects when [[Rage]] has been activated. All effects last until end of [[Rage]] or until a new effect has been activated.
{{Class|Wild Magic Barbarian|35}} will unleash one of the listed effects when [[Rage]] has been activated. All effects last until end of [[Rage]] or until a new effect has been activated.


=== Weapon Infusion ===
</noinclude>{| class=wikitable
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.
! Effect
 
! style="width: 750px;" | Description
=== Magic Retribution ===
|-
You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation.
!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.
=== Protective Lights ===
|-
You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}.
!Magic Retribution
 
|You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation.
=== 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}}.
!Protective Lights
 
|You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}.
=== 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 {{IconLink|Blinded Condition Icon.webp|Blinded (Condition)|Blinds|size=25}} the target on a failed {{SavingThrow|CON}} for 1 turn.
!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}}.
=== Vine Growth ===
|-
Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating {{IconLink|Difficult Terrain Condition Icon.webp|Difficult Terrain (Condition)|Difficult Terrain|size=25}} for everyone other than you.
!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 {{IconLink|Blinded Condition Icon.webp|Blinded (Condition)|Blinds|size=25}} the target on a failed {{SavingThrow|CON}} for 1 turn.
=== Teleport ===
|-
Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}}
!Vine Growth
 
|Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating {{IconLink|Difficult Terrain Condition Icon.webp|Difficult Terrain (Condition)|Difficult Terrain|size=25}} for everyone other than you.
=== 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 {{DamageIcon|Healing}}{{DamageColor|Healing|12 temporary Hit Points}}.
!Teleport
 
|Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}}
{{BarbarianNavbox}}
|-
!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 {{DamageIcon|Healing}}{{DamageColor|Healing|12 temporary Hit Points}}.
|}<noinclude>{{BarbarianNavbox}}</noinclude>

Revision as of 18:43, 7 September 2023

Wild Magic Barbarian will unleash one of the listed effects when Rage has been activated. All effects last until end of Rage or until a new effect has been activated.

Effect Description
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.
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 Damage TypesRadiant damage and Blinds 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 creating Difficult Terrain 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.