Rage: Wild MagicClass Actions Enter a Rage that releases all the magic rolling inside of you, causing a random magical effect. You have Resistance to physical damage, and Advantage on Strength Checks, and Saving Throws. 10 turns Rage ends early if you don't attack an enemy or take damage each turn. You can't cast or concentrate on spells while raging. |
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Bonus ActionRage Charge |
Rage: Wild Magic is a Class Action in Baldur's Gate 3. Rage: Wild Magic is one of the initial Class Actions of Wild Magic, a Barbarian subclass. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment.
Rage: Wild Magic Information
Enter a Rage that releases all the magic rolling inside of you, causing a random magical effect.
You have Resistance to physical damage, and Advantage on Strength Checks, and Saving Throws.
- Rage ends early if you don't attack an enemy or take damage each turn.
- You can't cast or concentrate on spells while raging
- Type: Class Action
- 10 turns
How to unlock Rage: Wild Magic
Rage: Wild Magic can be unlocked by the following classes:
- Wild Magic Lvl 3
Rage: Wild Magic Tips & Notes
- Unlike the Sorcerer's Wild Magic Subclass, there are no negative effects for the Wild Magic Barbarian.
Wild Magic Surges
Name | Wild Magic Effect | Duration |
Bolt of Light | Shoot a Bolt of Light from your chest that Blinds the target for 1 turn and does 1-6 Radiant Damage. 9m range and CON Saving Throw | Until End of Rage |
Dark Tendrils | Shadowy tendrils lash around you, sucking the life from all creatures within 9m dealing 1-12 Necrotic Damage on failed CON Save, and granting you 1-12 temporary hit points. | One time trigger |
Intangible Spirit | You can summon a spectral flumph within 9m of you. The flumph explodes at the end of your turn, dealing 1-6 Force Damage to each creature within 2m on a failed DEX save. | Until End of Rage |
Magic Retribution | Enemies that hit you take 1-6 Force Damage in retaliation. | Until End of Rage |
Protective Lights | You and any allies within 3m of you have a +1 bonus to Armour Class. | Until End of Rage |
Teleport | As a Bonus Action each turn, you can Teleport up to 18m to an unoccupied space you can see. | Until End of Rage |
Vine Growth | The ground within 5m of you is Difficult Terrain for everyone other than you, halving movement speed. | Until End of Rage |
Weapon Infusion | Your equipped weapon deals an additional 1-6 Force Damage and gains the Light and Thrown properties. If Thrown, it immediately reappears in your hand. | Until End of Rage |
- Anonymous
Currently weaker than the tabletop version, because the wild magic surges with bonus action effects can't be used until you have your bonus action back. On tabletop these trigger as part of the same bonus action when you rage. The dark tendrils effect will also harm allies instead of being able to target enemies selectively.
Unstable Backlash is weaker as well when all it does is change your surge effect instead of allowing you to immediately activate the surge to counter.
- Anonymous
- Anonymous
Yay the magical barbarian can't cast magic guess paladin split is off the table
Does anyone know if racial spells from tiefling are still on the table
- Anonymous
- Anonymous
Possible side effects from raging include, but are not limited to:
Bolt of Light: Bonus action (1d6) Radiant damage bolt that blinds (con).
Intangible Spirit: Bonus action (1d6) Force damage 2m aoe (dex)
Teleport: Bonus action 18m teleport.
Magic Retribution: (1d6) Force damage in retaliation to attacks against you.
Dark Tendrils: (1d12) Necrotic damage to everyone within 9m, gain (1d12) temporary hitpoints
Protective Lights: Small +1 AC aura.
Vine Growth: 5m Rradius Difficult terrain aura.
- Anonymous
I'm actually playing wild magic. It's simillar to Tasha's rules but unfortunately devs made most of them affecting team members. That's pretty sad.
- Anonymous
Anyone actually have any info on the effects? Would love to know if it uses the actual WM Barbarian table from Tasha's.
- Anonymous
- Anonymous
I'd say read the wild magic effects from 5e, that should give you a baseline
- Anonymous
Do the DCs for these effects scale with CON like the tabletop version?
3
+10
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