Wild Magic table (Barbarian)

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Revision as of 18:42, 24 August 2023 by Volo (talk | contribs) (added links and templates)

All effects last until the end of your Rage or until a new Wild Surge has been activated.

  • 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 1.5 m / 5 ft (ERROR: Distance not in metric!) 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 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 (ERROR: Distance not in metric!) creating Template: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 (ERROR: Distance not in metric!)
  • Dark Tendrils: Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft (ERROR: Distance not in metric!) of you must succeed a Constitution saving throw or take 1d6 Damage TypesNecrotic damage. Additionally, you gain 12 Temporary Hit Points.