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Wild Magic (barbarian subclass): Difference between revisions
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{{hatnote|For the sorcerer subclass of the same name, see [[Wild Magic (Sorcerer subclass)]].}} | {{hatnote|For the sorcerer subclass of the same name, see [[Wild Magic (Sorcerer subclass)]].}} | ||
{{Quote class|Wild Magic Barbarian}} | |||
'''Wild Magic''' is one of the [[Barbarian#Level 3|subclasses]] of [[Barbarian|barbarian]]. These barbarians manifest otherworldy magic to bolster their martial abilities. | '''Wild Magic''' is one of the [[Barbarian#Level 3|subclasses]] of [[Barbarian|barbarian]]. These barbarians manifest otherworldy magic to bolster their martial abilities. | ||
== Subclass features == | == Subclass features == |
Revision as of 04:28, 21 July 2024
For the sorcerer subclass of the same name, see Wild Magic (Sorcerer subclass).
Wild Magic is one of the subclasses of barbarian. These barbarians manifest otherworldy magic to bolster their martial abilities.
Subclass features
This subclass obtains all the features from its base class, Barbarian, in addition to its unique features outlined below.
Level 3
- Rage instantly causes a randomly rolled Wild Magic effect. Some of these effects can be activated every subsequent turn as a bonus action. Effects that trigger a saving throw have a fixed DC of 12.
Wild Magic 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. |
- Anyone within a 3 m / 10 ft range adds their Proficiency Bonus to Saving Throws against spells.
Level 6
- You or an ally receive +1d4 bonus to Attack Rolls and Ability Checks for 10 turns.
- You or an ally recover a level 1 Spell Slot.
- You or an ally recover a level 2 Spell Slot.
Level 9
- You or an ally recover a level 3 Spell Slot.
Level 10
- While enraged, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect that replaces the current one. (This counts as a reaction and can be set to ask.)