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Wild Magic: Dark Tendrils
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Wild Magic: Dark Tendrils is a Wild Magic Barbarian free action which is randomly used when triggered by a Rage: Wild Magic roll. Every turn, it deals Necrotic damage to all nearby creatures and heals the barbarian.
Description
Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitution Saving Throw or take 1d12Necrotic damage. Additionally, you gain 1d12 temporary hit points.
Can only have temporary hit points from one source.
Properties
Technical details
UID
Shout_WildMagicBarbarian_ShadowyTendrilsCondition: Wild Magic: Dark Tendrils
Wild Magic: Dark Tendrils
Duration: 10 turns
DC 12 Constitution Saving Throw
- Each creature within 9 m / 30 ft of you must succeed a Constitution saving throw or take 1d12 damage. Additionally, you gain 1d12 temporary hit points.
- The DC is based off your Charisma modifier
How to learn
Classes:
- Class level 3: Wild Magic Barbarian
Bugs
- Despite the tooltip warning, the condition which grants the temporary hit points does not use the "TEMPORARY_HP"
StackIdand thus may be active on a character in addition to other sources of temporary hit points. In this case, the character will receive the temporary hit points from the highest source, while any lower sources will be used to replenish any lost temporary hit points from the highest source.