Wild Magic table (Barbarian): Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
Line 9: Line 9:
! style="width: 750px;" | Description
! style="width: 750px;" | Description
|-
|-
!Weapon Infusion  
!{{SmallIcon|Wild Magic Weapon Infusion Icon.png}} [[Wild Magic: Weapon Infusion (Condition)|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 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
!{{SmallIcon|Wild Magic Magic Retribution Icon.png}} [[Wild Magic: Magic Retribution (Condition)|Magic Retribution]]
|You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation.
|You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation.
|-
|-
!Protective Lights
!{{SmallIcon|Wild Magic Protective Lights Icon.png}} [[Wild Magic: Protective Lights (Condition)|Protective Lights]]
|You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}.
|You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}.
|-
|-
!Intangible Spirit
!{{SmallIcon|Wild Magic Intangible Spirit Icon.png}} [[Wild Magic: Intangible Spirit (Condition)|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|m=4.5|ft=5}} on a failed {{SavingThrow|DEX}}.
|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|m=4.5|ft=5}} on a failed {{SavingThrow|DEX}}.
|-
|-
!Bolt of Light
!{{SmallIcon|Wild Magic Light Bolt Icon.png}} [[Wild Magic: Light Bolt (Condition)|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 {{IconLink|Blinded Condition Icon.webp|Blinded (Condition)|Blinds|size=25}} the target on a failed {{SavingThrow|CON}} for 1 turn.
|{{SmallIcon|Wild Magic Light Bolt Small Icon.png}} '''[[Wild Magic: 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. Wild Magic: Bolt of Light deals {{DamageText | 1d6 | Radiant}} damage and {{IconLink|Blinded Condition Icon.webp|Blinded (Condition)|Blinds|size=25}} the target on a failed {{SavingThrow|CON}} for 1 turn.
|-
|-
!Vine Growth
!{{SmallIcon|Wild Magic Vine Growth Icon.png}} [[Wild Magic: Vine Growth (Condition)|Vine Growth]]
|Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating {{IconLink|Difficult Terrain Condition Icon.webp|Difficult Terrain (Condition)|Difficult Terrain|size=25}} for everyone other than you.
|Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating {{IconLink|Difficult Terrain Condition Icon.webp|Difficult Terrain (Condition)|Difficult Terrain|size=25}} for everyone other than you.
|-
|-
!Teleport
!{{SmallIcon|Wild Magic Teleport Barbarian Icon.png}} [[Wild Magic: Teleport (Barbarian) (Condition)|Teleport]]
|{{SmallIcon|Wild Magic Teleport Barbarian Small Icon.png}} [[Wild Magic: Teleport (Barbarian)|Wild Magic: Teleport]]
|{{SmallIcon|Wild Magic Teleport Barbarian Small Icon.png}} '''[[Wild Magic: Teleport (Barbarian)|Wild Magic: Teleport]]'''
*Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}}
*Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}}
|-
|-
!Dark Tendrils
!{{SmallIcon|Wild Magic Dark Tendrils Icon.png}} [[Wild Magic: Dark Tendrils (Condition)|Dark Tendrils]]
|Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain {{DamageIcon|Healing}}{{DamageColor|Healing|12 temporary Hit Points}}.
|Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain {{DamageIcon|Healing}}{{DamageColor|Healing|1d12 Temporary Hit Points}}.
|}<noinclude>{{BarbarianNavbox}}</noinclude>
|}<noinclude>{{BarbarianNavbox}}</noinclude>

Revision as of 21:03, 20 September 2023

Wild Magic Barbarian will unleash one of the listed effects when Rage has been activated. All effects last until end of Rage or until a new effect has been activated.

Barbarian Wild Magic Effects

The following section can be transcluded into other pages with {{:Wild Magic table (Barbarian)}}.

Effect Description
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 You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Damage TypesForce damage in retaliation.
File:Wild Magic Protective Lights Icon.png Protective Lights You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class 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 Damage TypesForce damage to anyone within 4.5 m / 15 ft on a failed Dexterity saving throw.
Bolt of Light File:Wild Magic Light Bolt Small Icon.png Wild Magic: 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 Constitution saving throw for 1 turn.
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.
File:Wild Magic Teleport Barbarian Icon.png Teleport File:Wild Magic Teleport Barbarian Small Icon.png Wild Magic: Teleport
  • Each turn, as a Bonus action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft
Dark Tendrils Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d6 Damage TypesNecrotic damage. Additionally, you gain 1d12 Temporary Hit Points.