Ad placeholder

Rage: Wild Magic

From bg3.wiki
Jump to navigation Jump to search
This article is about the Wild Magic version of the Rage action. For other uses, see Rage (disambiguation).
Rage: Wild Magic is a Wild Magic Barbarian bonus action. It replaces normal RageRage and triggers a random magical effect when entering the rage.

Description

Enter a RageRage that releases all the magic roiling inside you, causing a random magical effect.

Gain Resistance to physical damage, and AdvantageAdvantage on Strength Ability Checks and saves.

Available only in combat.
Rage ends early if you don't attack an enemy or take damage each turn.
You can't cast or concentrate on spells while raging.

Properties

Cost
Bonus Action + Rage Charge
Details
Range: Self Range: Self
Duration: 10 turns

Magical Effects

Effect Description
Weapon InfusionWeapon Infusion Magic infuses your weapon. It deals an additional 1d6ForceForce damage and gains the LightLight and ThrownThrown properties. If thrown, it reappears in your hand at the end of your turn.
Magic RetributionMagic Retribution You are protected by wild, vengeful magic. Enemies that hit you take 1d6ForceForce damage in retaliation.
Protective LightsProtective Lights You, and any allies within 3 m / 10 ft of you, have a +1 bonus to Armour ClassArmour Class.
Intangible SpiritIntangible 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 1d6ForceForce damage to anyone within 4.5 m / 15 ft on a failed DC 12 Dexterity saving throwDexterity saving throw.
Bolt of LightBolt 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 1d6RadiantRadiant damage and BlindsBlinds the target on a failed DC 12 Constitution saving throwConstitution saving throw for 1 turn.
Vine GrowthVine Growth Flowers and vines spread outward from you in a radius of 4.5 m / 15 ft creating Difficult TerrainDifficult Terrain for everyone other than you.
TeleportTeleport Each turn, as a Bonus Action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft
Dark TendrilsDark Tendrils Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a DC 12 Constitution saving throwConstitution saving throw or take 1d12NecroticNecrotic damage. Additionally, you gain 1d12 temporary hit points 1d12 temporary hit points.

At higher levels

At level 9, the bonus damage to attacks increases to +3.

Technical details

UID
Shout_Rage_WildMagic

Condition: Rage

RageRage

Duration: 10 turns

  • Deals an additional 2 (increased to 3 at level 9) damage with melee and improvised weapons, unarmed strikes, and while throwing objects.
  • Has resistance to PhysicalPhysical damage, and Advantage Icon.png Advantage on Strength Checks and Saving throws.
  • Cannot cast or concentrate on Spells.

Condition: Rage Impeded

Rage ImpededRage Impeded

Duration: Permanent

How to learn

Classes:

Bugs

  • This version of Rage is usable when already affected by Rage once the Barbarian reaches level 9.