Wild Magic table (Barbarian): Difference between revisions

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{{Class|Wild Magic Barbarian|35}} will unleash a Wild Surge when Rage has been activated. One of the listed effects will be unleashed. All effects last until the end of your [[Rage]] or until a new Wild Surge has been activated.
<noinclude>{{PageSeo|description=Barbarian Wild Magic Table. All outcomes explained.|image=Wild Magic Barbarian Subclass Icon.png}}


{{Class|Wild Magic Barbarian|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.


=== Weapon Infusion ===
==Barbarian Wild Magic Effects==
Magic infuses your weapon. It deals an additional {{DamageText | 1d6 | Force}} damage and gains the {{Light}} and {{Thrown}} properties. If thrown, it reappears in your hand at the end of your turn.
{{Transcludeable}}
 
</noinclude>
=== Magic Retribution ===
{| class=wikitable
You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation.
! Effect
 
! style="width: 750px;" | Description
=== Protective Lights ===
|-
You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}.
|{{SAI|Wild Magic: Weapon Infusion|Weapon Infusion|w=40}}
 
|Magic infuses your weapon. It deals an additional {{DamageText | 1d6 | Force}} damage and gains the {{Light}} and {{Thrown}} properties. If thrown, it reappears in your hand at the end of your turn.
=== Intangible Spirit ===
|-
Each turn, as a {{action|bonus}}, choose to summon a spectral flumph within {{Distance|m=10|ft=30}} of you. The flumph explodes at the end of your turn, dealing {{DamageText | 1d6 | Force}} damage to anyone within {{Distance|m=4.5|ft=5}} on a failed {{SavingThrow|DEX}}.
|{{SAI|Wild Magic: Magic Retribution|Magic Retribution|w=40}}
 
|You are protected by wild, vengeful magic. Enemies that hit you take {{DamageText | 1d6 | Force}} damage in retaliation.
=== Bolt of Light ===
|-
Each turn, as a {{action|bonus}}, choose to shoot a [[Bolt of Light]] from your chest at a target within {{Distance|m=10|ft=30}} of you. [[Bolt of Light]] deals {{DamageText | 1d6 | Radiant}} damage and [[Blinded_(Condition)|Blinds]] the target on a failed {{SavingThrow|CON}} for 1 turn.
|{{SAI|Wild Magic: Protective Lights|Protective Lights|w=40}}
 
|You, and any allies within {{Distance|m=3|ft=10}} of you, have a +1 bonus to {{Armour Class}}.
=== Vine Growth ===
|-
Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating {{IconLink|Difficult Terrain Condition Icon.webp|Difficult Terrain (Condition)|Difficult Terrain|size=25}} for everyone other than you.
|{{SAI|Wild Magic: Intangible Spirit|Intangible Spirit|w=40}}
 
|Each turn, as a {{action|bonus}}, choose to summon a spectral flumph within {{Distance|m=10|ft=30}} of you. The flumph explodes at the end of your turn, dealing {{DamageText | 1d6 | Force}} damage to anyone within {{Distance|m=4.5|ft=15}} on a failed {{SavingThrow|DEX}}.
=== Teleport ===
|-
Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}}
|{{SAI|Wild Magic: Bolt of Light|Bolt of Light|w=40}}
 
|Each turn, as a {{action|bonus}}, choose to shoot a Bolt of Light from your chest at a target within {{Distance|m=10|ft=30}} of you. Wild Magic: Bolt of Light deals {{DamageText | 1d6 | Radiant}} damage and {{IconLink|Blinded Condition Icon.webp|Blinded (Condition)|Blinds|size=25}} the target on a failed {{SavingThrow|CON}} for 1 turn.
=== Dark Tendrils ===
|-
Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText | 1d6 | Necrotic}} damage. Additionally, you gain {{DamageIcon|Healing}}{{DamageColor|Healing|12 temporary Hit Points}}.
|{{SAI|Wild Magic: Vine Growth|Vine Growth|w=40}}
|Flowers and vines spread outward from you in a radius of {{Distance|m=4.5|ft=15}} creating {{IconLink|Difficult Terrain Condition Icon.webp|Difficult Terrain (Condition)|Difficult Terrain|size=25}} for everyone other than you.
|-
|{{SAI|Wild Magic: Teleport (Barbarian)|Teleport|w=40}}
|Each turn, as a {{action|bonus}}, choose to Teleport to an unoccupied space you can see within {{Distance|m=18|ft=60}}
|-
|{{SAI|Wild Magic: Dark Tendrils|Dark Tendrils|w=40}}
|Shadowy tendrils lash outwards from you. Each creature within {{Distance|m=9|ft=30}} of you must succeed a {{SavingThrow|CON}} or take {{DamageText|1d12|Necrotic}} damage. Additionally, you gain '''{{DamageColor|Healing|1d12}} {{DamageIcon|Healing}}{{DamageColor|Healing|Temporary Hit Points}}'''.
|}
<noinclude>{{BarbarianNavbox}}</noinclude>

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