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Wild Magic (barbarian subclass)

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For the sorcerer subclass of the same name, see Wild Magic (sorcerer subclass).

Wild Magic is one of the subclasses of barbarian. These barbarians manifest otherworldy magic to bolster their martial abilities.

Subclass features[edit | edit source]

This subclass obtains all the features from its base class, Barbarian, in addition to its unique features outlined below.

Level 3[edit | edit source]

Rage: Wild MagicRage: Wild Magic (Bonus Action + Rage Charge)
Enter a Rage Rage that releases all the magic roiling inside you, causing a random magical effect.

Wild Magic Effects[edit | edit source]

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.
Magic AwarenessMagic Awareness (Bonus Action)
Anyone within range adds a 1d4 bonus to Saving throws. (Recharge: Short rest Recharge: Short rest.)

Level 6[edit | edit source]

Bolstering Magic: BoonBolstering Magic: Boon (Action)
You or an ally receive +1d4 bonus to Attack Rolls and Ability Checks for 10 turns. (Recharge: Long rest Recharge: Long rest.)
Bolstering Magic: Level 1 Spell SlotBolstering Magic: Level 1 Spell Slot (Action)
You or an ally recover a Level 1 Spell Slot. (Recharge: Long rest Recharge: Long rest.)
Bolstering Magic: Level 2 Spell SlotBolstering Magic: Level 2 Spell Slot (Action)
You or an ally recover a Level 2 Spell Slot. (Recharge: Long rest Recharge: Long rest.)

Level 9[edit | edit source]

Bolstering Magic: Level 3 Spell SlotBolstering Magic: Level 3 Spell Slot (Action)
You or an ally recover a Level 3 Spell Slot. (Recharge: Long rest Recharge: Long rest.)

Level 10[edit | edit source]

Unstable BacklashUnstable Backlash (Reaction)
While enraged, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect that replaces the current one.

External links[edit | edit source]