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Rage: Wild Magic

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This article is about the Wild Magic version of the Rage action. For other uses, see Rage (disambiguation).
Rage: Wild Magic is a Wild Magic Barbarian bonus action. It replaces normal Rage Rage and triggers a random magical effect when entering the rage.

Description

Enter a Rage Rage that releases all the magic roiling inside you, causing a random magical effect.

Gain Resistance to physical damage, and Advantage Advantage on Strength Ability Checks and saves.

Warning Icon.png Available only in combat.
Prerequisite Icon.pngRage ends early if you don't attack an enemy or take damage each turn.
Prerequisite Icon.pngYou can't cast or concentrate on spells while raging.

Properties

Cost
 Bonus Action +  Rage Charge
Details
Range: Self Range: Self
Duration Icons.pngDuration: 10 turns

Magical Effects

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.

At higher levels

At level 9, the bonus damage to attacks increases to +3.

Technical details

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

Condition: Rage

Rage Rage

Duration Icons.pngDuration: 10 turns

  • Deals an additional 2 (increased to 3 at level 9) damage with melee and improvised weapons, unarmed strikes, and while throwing objects.
  • Has resistance to Physical⁠Physical damage, and Advantage Advantage on Strength Checks and Saving Throw Saving Throws.
  • Cannot cast or concentrate on Spells.

Condition: Rage Impeded

Rage Impeded Rage Impeded

Duration Icons.pngDuration: Permanent

How to learn

Classes:

Bugs

  • This version of Rage is usable when already affected by Rage once the Barbarian reaches level 9.
  • The condition which is responsible for blocking spell casting while under the effects of Rage is not immediately applied when using Rage: Wild Magic, and is instead applied after the Wild Magic surge occurs. This leaves a very brief moment, before the Wild Magic surge, where a Wild Magic Barbarian can still cast spells while under the effects of Rage.