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| description = Enter a Rage to gain resistance against physical damage and deal extra melee damage. Barbarians gain Rage at level 1.
| description = Enter a Rage to gain resistance against physical damage and deal extra melee damage. Barbarians gain Rage at level 1.
| image = Rage Icon.png
| image = Rage Icon.png
}}{{ up to date | 2023-09-04 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{ActionPage
}}{{ActionPage
| type = classaction
| type = classaction
| summary = '''Rage: Wild Magic''' is a {{Class|Wild Magic Barbarian}} Bonus Action. When you {{SAI|Rage}}, it causes a random magical effect to happen.
| summary = '''Rage: Wild Magic''' is a {{Class|Wild Magic Barbarian}} Bonus Action. When you {{SAI|Rage}}, it causes a random magical effect to happen.

Revision as of 15:40, 9 March 2024

Rage Wild Magic.webp

Rage: Wild Magic is a Wild Magic Barbarian Wild Magic Barbarian Bonus Action. When you Rage Rage, it causes a random magical effect to happen.

Description

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

Rage ends early if you don't attack an enemy or take damage each turn.
You can't cast or concentrate on spells while raging.

Properties

Cost:
Bonus action + Rage Charge
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

At Higher Levels

At level 9, the bonus damage to attacks increases to +3.

Condition: Rage

Rage Rage

Duration: 10 turns

  • Deals an additional 2 (increased to 3 at level 9) damage with melee and improvised weapons, unarmed strikes, and while throwing objects.
  • Has resistance to Damage TypesPhysical damage, and Advantage Icon.png Advantage on Strength Checks and Saving throws.
  • Cannot cast or concentrate on Spells.

Condition: Rage Impeded

Rage Impeded Rage Impeded

Duration: Permanent

How to learn

Classes: