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Wild Magic table (Barbarian)
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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)}}
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Effect | Description |
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Wild Magic: Weapon Infusion | 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. |
Wild Magic: Magic Retribution | You are protected by wild, vengeful magic. Enemies that hit you take 1d6 Force 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. |
Wild Magic: Intangible Spirit | Wild Magic: Intangible Spirit
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Wild Magic: Bolt of Light | File:Wild Magic Light Bolt Small Icon.png Wild Magic: Bolt of Light
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Wild Magic: Vine Growth | Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft creating | 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
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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 Necrotic damage. Additionally, you gain 1d12 Temporary Hit Points. |