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Wild Magic table (Barbarian): Difference between revisions
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(Updated some info about Wild Surge Barbarian) |
(added links and templates) |
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All effects last until the end of your Rage or until a new Wild Surge has been activated. | All effects last until the end of your [[Rage]] or until a new Wild Surge has been activated. | ||
* '''Weapon Infusion:''' 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. | * '''Weapon Infusion:''' 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. | ||
* '''Magic Retribution:''' You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Force damage in retaliation. | * '''Magic Retribution:''' You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation. | ||
* '''Protective Lights:''' You, and any allies within | * '''Protective Lights:''' You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}. | ||
* '''Intangible Spirit:''' Each turn, as a | * '''Intangible Spirit:''' Each turn, as a {{action|bonus}}, choose to summon a spectral flumph within {{Distance|m=10|ft=30}} of you. The flumph explodes at the end of your turn, dealing {{DamageText | 1d6 | Force}} damage to anyone within {{Distance|ft=5}} on a failed {{SavingThrow|DEX}}. | ||
* '''Bolt of Light:''' Each turn, as a | * '''Bolt of Light:''' Each turn, as a {{action|bonus}}, choose to shoot a [[Bolt of Light]] from your chest at a target within {{Distance|m=10|ft=30}} of you. [[Bolt of Light]] deals {{DamageText | 1d6 | Radiant}} damage and [[Blinded_(Condition)|Blinds]] the target on a failed {{SavingThrow|CON}} for 1 turn. | ||
* '''Vine Growth:''' Flowers and vines spread outward from you in a radius of | * '''Vine Growth:''' Flowers and vines spread outward from you in a radius of {{Distance|ft=15}} creating {{Difficult Terrain}} for everyone other than you. | ||
* '''Teleport:''' Each turn, as a | * '''Teleport:''' Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|ft=60}} | ||
* '''Dark Tendrils:''' Shadowy tendrils lash outwards from you. Each creature within | * '''Dark Tendrils:''' Shadowy tendrils lash outwards from you. Each creature within {{Distance|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain 12 Temporary {{DamageIcon|Healing}}[[Hit Points]]. |
Revision as of 17:42, 24 August 2023
All effects last until the end of your Rage or until a new Wild Surge has been activated.
- Weapon Infusion: 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.
- Magic Retribution: You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Force damage in retaliation.
- Protective Lights: You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class.
- 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 Force damage to anyone within 1.5 m / 5 ft (ERROR: Distance not in metric!) on a failed Dexterity saving throw.
- 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. Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed Constitution saving throw for 1 turn.
- Vine Growth: Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft (ERROR: Distance not in metric!) creating Template:Difficult Terrain for everyone other than you.
- Teleport: Each turn, as a Bonus action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft (ERROR: Distance not in metric!)
- Dark Tendrils: Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft (ERROR: Distance not in metric!) of you must succeed a Constitution saving throw or take 1d6 Necrotic damage. Additionally, you gain 12 Temporary Hit Points.