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Rage: Wild Magic: Difference between revisions
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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 | ||
}} | }}{{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 is a Bonus Action. When you , it causes a random magical effect to happen.
Description
Enter a 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 |
---|---|
Magic infuses your weapon. It deals an additional 1d6 Force damage and gains the Light and Thrown properties. If thrown, it reappears in your hand at the end of your turn. | |
You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Force damage in retaliation. | |
You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class. | |
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 Force damage to anyone within 4.5 m / 15 ft on a failed DC 12 Dexterity saving throw. | |
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 Radiant damage and the target on a failed DC 12 Constitution saving throw for 1 turn. | |
Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft creating | for everyone other than you.|
Each turn, as a Bonus action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft | |
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 1d12Necrotic 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
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 Physical damage, and Advantage on Strength Checks and Saving throws.
- Cannot cast or concentrate on Spells.
Condition: Rage Impeded
Duration: Permanent
- Weighed down by Heavy Armour. Until the armour is removed, Raging won't grant extra damage, resistance to physical damage, or Advantage on Strength Checks and Saving throws.
How to learn
Classes:
- Class level 3: Wild Magic Barbarian