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Wild Magic: Weapon Infusion: Difference between revisions
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m (Corrected class requirements. Wild magic surge effects are only gained once subclass is assigned at level 3, not level 1) Tags: Mobile edit Mobile web edit |
m (Changed “Wild Magic” link to refer to Barbarian subclass feature instead of Sorcerer) |
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{{ActionPage | {{ActionPage | ||
| summary = '''Wild Magic: Weapon Infusion''' is a [[Wild Magic | | summary = '''Wild Magic: Weapon Infusion''' is a [[Rage: Wild Magic|Wild Magic]] effect of the {{Class|Wild Magic Barbarian}}. | ||
| description = 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. | | description = 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. | ||
| image = Wild Magic Weapon Infusion.webp | | image = Wild Magic Weapon Infusion.webp |
Revision as of 19:02, 13 November 2023
Wild Magic: Weapon Infusion is a Wild Magic effect of the .
Description
Magic infuses your weapon. It deals an additional 1d6Force damage and gains the Light and Thrown properties. If thrown, it reappears in your hand at the end of your turn.
Condition: Wild Magic: Weapon Infusion
How to learn
Classes:
- Class level 3: Wild Magic Barbarian