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Wild Magic table (Barbarian)

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Revision as of 04:36, 12 September 2023 by MetalPlateMage (talk | contribs)

35 35 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.
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 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 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.
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 12 temporary Hit Points.