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Rage: Wild Magic: Difference between revisions

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(Tested - it gives rage not frenzy)
Line 24: Line 24:
''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 = Frenzied
| 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
Action Barbarian Rage WildMagic.png

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
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

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.

How to learn

Classes: