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Rage: Wild Magic: Difference between revisions
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(Tested - it gives rage not frenzy) |
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''Only available in combat'' | ''Only available in combat'' | ||
| higherlevels = At level 9, the bonus damage to attacks increases to '''+3'''. | | higherlevels = At level 9, the bonus damage to attacks increases to '''+3'''. | ||
| condition = | | condition = Rage | ||
| condition duration = 10 | | condition duration = 10 | ||
| class learns at level 3 = Wild Magic Barbarian | | class learns at level 3 = Wild Magic Barbarian |
Revision as of 19:38, 10 September 2023
Template:Up to date
Rage: Wild Magic is a Wild Magic Barbarian Bonus Action. This ability give the Rage condition and causes a random magical effect.
Description
Enter a Rage that releases all the magic roiling inside you, causing a random magical effect.
Properties
- Cost:
- Rage Charge + Bonus action
- 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
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.
How to learn
Classes:
- Class level 3: Wild Magic Barbarian