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Wild Magic: Dark Tendrils: Difference between revisions
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{{ActionPage | {{ActionPage | ||
| summary = '''Wild Magic: Dark Tendrils''' is a | | summary = '''Wild Magic: Dark Tendrils''' is a [[Wild Magic Barbarian]] free action that is randomly used when you trigger a [[Rage: Wild Magic|Wild Magic]] roll. Every turn, you deal {{DamageType|Necrotic}} damage to every creature around you while also healing yourself. | ||
| description = Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText|1d12|Necrotic}} damage. Additionally, you gain '''{{DamageColor|Healing|1d12}} {{DamageIcon|Healing}}{{DamageColor|Healing|Temporary Hit Points}}'''. | | description = Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText|1d12|Necrotic}} damage. Additionally, you gain '''{{DamageColor|Healing|1d12}} {{DamageIcon|Healing}}{{DamageColor|Healing|Temporary Hit Points}}'''. | ||
| warning = {{Prereq|Can only have temporary hit points from one source.}} | | warning = {{Prereq|Can only have temporary hit points from one source.}} | ||
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| condition duration = 10 | | condition duration = 10 | ||
| condition save = CON | | condition save = CON | ||
| condition dc = | | condition dc = 12 | ||
| class learns at level 3 = Wild Magic Barbarian | | class learns at level 3 = Wild Magic Barbarian | ||
}} | }} | ||
{{BarbarianNavbox}} | {{BarbarianNavbox}} |
Latest revision as of 08:08, 15 August 2024
Wild Magic: Dark Tendrils is a Wild Magic Barbarian free action that is randomly used when you trigger a Wild Magic roll. Every turn, you deal Necrotic damage to every creature around you while also healing yourself.
Description
Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d12Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points.Can only have temporary hit points from one source.
Properties
Condition: Wild Magic: Dark Tendrils
Duration: 10 turns
DC 12 Constitution saving throw
- Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d12 Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points.
- The DC is based off your Charisma modifier
How to learn
Classes:
- Class level 3: Wild Magic Barbarian