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Wild Magic table (Barbarian)

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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
Wild Magic: 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.
Wild Magic: 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 Wild Magic: Protective Lights You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour Class Armour Class.
Wild Magic: Intangible Spirit Wild Magic: 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.
Wild Magic: 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.
Wild Magic: 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 Wild Magic: 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
Wild Magic: 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 1d12 Damage TypesNecrotic damage. Additionally, you gain 1d12 Temporary Hit Points.