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Wild Magic: Enchant Weapons

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Wild Magic: Enchant Weapons is a Wild Magic Sorcerer free action which is randomly used when triggered by a Wild Magic Wild Magic roll; it allows them to magically empower the weapon of every nearby creature, allowing each to make a single powerful strike.

Description

Enchant the weapon of each creature within 6 m (20 ft). Their next attack[See: Bugs] is a Critical Hit and deals an additional 1d4⁠Force⁠Force.

Properties

Details
AoE: 6 m (20 ft) Radius AoE: 6 m (20 ft) Radius

Technical details

Ico stats.png UID
Shout_WildMagic_Enchant
https://bg3.norbyte.dev/search?q=name:Shout_WildMagic_Enchant

Condition: Wild Magic: Enchant Weapons

Wild Magic: Enchant Weapons Wild Magic: Enchant Weapons

Duration Icons.pngDuration: Until long rest

  • The next attack with this weapon is a Critical Hit and deals an additional 1d4⁠Force⁠Force.

How to learn

Classes:

Notes

  • If the character is dual wielding weapons, only the main hand is enchanted with additional 1d4⁠Force⁠Force. Similarly, if the character has melee weapons at hand, ranged weapons are not affected (and vice-versa).
  • The character triggers the auto critical hit when attacking with the enchanted weapon at main hand.
  • As the enchanted weapon attack is a guaranteed Critical Hit, the actual extra damage dealt is 2d4⁠Force⁠Force.

Bugs

  • As the additional 1d4⁠Force⁠Force is applied to the weapon with long rest duration, if the weapon is moved to offhand or to a character who was not enchanted, attacking with this weapon is an auto critical hit, but the extra damage effect does not expire after a hit.
  • If the enchanted character loses the condition (e.g. by dying), they can keep use the weapon with bonus until long rest.