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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 section | visual editor]

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

Level 3[edit section | visual editor]

Rage: Wild Magic Rage: 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 section | visual editor]

Effect Description
Weapon InfusionWeapon Infusion Magic infuses your weapon. It deals an additional 1d6⁠Force⁠Force damage and gains the Light Light and Thrown Thrown properties. If thrown, it immediately reappears in your hand.
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 Class Armour 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 Dexterity Saving Throw Dexterity Saving Throw. The DC is based on the summoner's Constitution modifier.
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 Blinds Blinds the target on a failed DC 12 Constitution Saving Throw DC 12 Constitution 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 Terrain Difficult 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 Throw DC 12 Constitution Saving Throw or take 1d12⁠Necrotic⁠Necrotic damage. Additionally, you gain 1d12 temporary hit points 1d12 temporary hit points.
Magic Awareness Magic Awareness (Bonus Action)
Anyone within range adds a 1d4 bonus to Saving Throw Saving Throws. (Recharge: Short rest Recharge: Short rest.)

Level 6[edit section | visual editor]

Bolstering Magic: Boon Bolstering 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 Slot Bolstering 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 Slot Bolstering 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 section | visual editor]

Bolstering Magic: Level 3 Spell Slot Bolstering 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 section | visual editor]

Unstable BacklashUnstable Backlash (Reaction)
While Raging Raging, when you take damage or fail a Saving Throw Saving Throw, you trigger another Wild Magic effect. This replaces your current Wild Magic effect.

External links[edit section | visual editor]