Rage: Wild Magic: Difference between revisions

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[[Category:Class Actions]]
{{PageSeo
[[Category:Bonus Actions]]
| description = Enter a Rage to gain resistance against physical damage and deal extra melee damage. Barbarians gain Rage at level 1.
'''Rage: Wild Magic''' is a [[Wild Magic]] [[Barbarian]] Bonus Action. This ability give the [[Rage]] condition and causes a random magical effect.
| image = Rage Icon.png
 
}}{{ up to date | 2023-09-04 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{ActionPage
==Description==
| type = classaction
Enter a [[Rage]] that releases all the magic roiling inside you, causing a random magical effect.
| summary = '''Rage: Wild Magic''' is a [[Wild Magic]] [[Barbarian]] Bonus Action. This ability give the [[Rage]] condition and causes a random magical effect.
 
| description = Enter a [[Rage]] that releases all the magic roiling inside you, causing a random magical effect.
==Properties==
| image = Action Barbarian Rage WildMagic.png
{{InfoBlob|{{action|Bonus}} + [[File:Rage Charges Icons.png|frameless|25px]] Rage Charge}}
| cost = rage:1, bonus
 
| concentration =
*{{Range|Self}}
| damage =
*''Only available in combat''
| damage2 =
 
| attack roll =  
{| class="wikitable mw-collapsible" role="presentation"
| recharge =
|<strong>[[File:Frenzied Condition Icon.webp|frameless|upright=0.12]] Frenzied</strong>
| duration =  
|-
| range = self
|{{C|[[File:Duration Icons.png|frameless|25px]] Duration: 10 turns}}
| aoe =  
*Has [[Damage Types#Resistance|Resistance]] to physical damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
| aoe m =
*Cannot cast or concentrate on [[Spells|spells]].
| aoe ft =
*Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
| save =
|}
| additional =
===Magical Effects===
{{:Wild Magic table (Barbarian)}}  
''Only available in combat''
| higherlevels = At level 9, the bonus damage to attacks increases to '''+3'''.
| condition = Frenzied
| condition duration = 10
| class learns at level 1 = Barbarian
| notes =
}}
{{BarbarianNavbox}}

Revision as of 18:48, 7 September 2023

Template:Up to date
Action Barbarian Rage WildMagic.png

Rage: Wild Magic is a Wild Magic Barbarian Bonus Action. This ability give the Rage condition and causes a random magical effect.

Description

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

Properties

Cost:
Rage Charge + Bonus action
Details:
 Range: Self

Magical Effects

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.

Only available in combat

Condition: Frenzied

Frenzied Frenzied

Duration: 10 turns

  • Deal an additional 2 damage with melee and improvised weapons, and when throwing objects.
  • Cannot cast or concentrate on spells.

How to learn

Classes: