Wild Magic is a Subclass of Barbarian in Baldur's Gate 3. Barbarians primary ability is Strength, their saving throw proficiencies are Strength and Constitution, and they have a Hit Dice of 1d12. They have proficiency with Simple Weapons, martial weapons, light Armor, medium armor and shields. (Note this class is unavailable in EA and all info is either data mined or based on DND 5e materials and are subject to change.)

 

The wild influence of magic has transformed you, suffusing you with an arcane power that churns within you, waiting to be released.

 
 

 

BG3 BARBARIAN CLASS PROGRESSION

 

BG3 Wild Magic Features Progression

 

Wild Magic Tips & Builds

  • At level 3, Wild Magic Barbarian learns Rage: Wild Magic, which it is their unique type of rage that may create unexpected surges of wild magic.
  • At level 3, Wild Magic Barbarian learns Magic Awareness which grants anyone within range adds their Proficiency Bonus to Saving Throws against spells.
  • At level 6, Wild Magic Barbarian learns three types of Bolstering Magic. The first one, Bolstering Magic: Boon can be used to increase attack rolls or ability checks by 1d4. The second one and the third one, Bolstering Magic: Level 1 Spell Slot and Bolstering Magic: Level 2 Spell Slot, allow the wild magic barbarian or an ally to recover a level 1 or a level 2 spell slot respectively.
  • At level 9, they learn Bolstering Magic: Level 3, which allows recovering a level 3 spell slot. These abilities, make the Wild Magic Barbarian an ideal pair for spellcasters.
  • At level 10, Wild Magic Barbarians learn Unstable Backlash, that while enraged, when you take damage or fail a saving throw, you trigger another Wild Magic effect that replaces the current one.
  • Notes and tips go here

 

How to unlock Rage: Wild Magic

Rage: Wild Magic can be unlocked by the following classes:

 

 

Rage: Wild Magic Tips & Notes

  • Notes & Tips go here

 

 

 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

 

 

Classes and Subclasses
Arcane Trickster  ♦  Archfey  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Battle Master  ♦  Beast Master  ♦  Berserker  ♦  Circle of Spores  ♦  Circle of the Land  ♦  Circle of the Moon  ♦  Circle of the Spores  ♦  Cleric  ♦  College of Lore  ♦  College of Swords  ♦  College of Valour  ♦  Conjuration School  ♦  Divination School  ♦  Draconic Bloodline  ♦  Druid  ♦  Eldritch Knight  ♦  Enchantment School  ♦  Fighter  ♦  Gloom Stalker  ♦  Hunter  ♦  Illusion School  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Monk  ♦  Nature Domain  ♦  Necromancy School  ♦  Oath of the Ancients  ♦  Oath of Vengeance  ♦  Oathbreaker  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Storm Sorcery  ♦  Tempest Domain  ♦  The Fiend  ♦  The Great Old One  ♦  Thief  ♦  Transmutation School  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Way of Shadow  ♦  Wild Magic  ♦  Wizard

 




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    • Anonymous

      It's actually not bad since you still get access to all the Barbarian base class goodies. For the most part the surges just mean you get a respectable damage boost early game or a control ability (your barbarian becomes a walking terrain hazard with Vine Growth, or can teleport around). Generally what you want to do is give your Barbarian Enhanced Leap/some other movement advantage to get him/her into the thick of things before raging (many of the surges benefit from being knee-deep in enemies, especially Dark Tendrils).

      The unfortunate thing is that none of the damage from the surges seem to scale- if they scaled in damage like cantrips and got an extra die at higher levels then this would be a solid subclass from start to finish.

      • Anonymous

        This subclass seems very weak compared to the monster that is a throwing Berserker or any of the variations of Wild Heart.

        • Anonymous

          Useless garbage it seems. Can't rage and cast. Can't even rage and concentrate. So you're just there to replenish spell slots, and only low level ones at that. What a complete waste of a character. You're giving up a large part of a character for just replenishing low lvl spell slots for another. Whoopdie do, who thought of this tripe?

          • Anonymous

            Why do the Wild Magic attacks like Bolt of Light/Dark Tendrils use Charisma for their DC when in tabletop they key off of Constitution? Guess I'll be respeccing to boring old Bearbarian until they fix this.

            • Anonymous

              Does anyone understand the table? Seems like it rolls a d20, disregards the result and choses an effect at random. Here's what I got so far.

              1 - force
              4 - ac aura
              5 - force
              5 - jellyfish
              5 - teleport
              7 - teleport
              9 - diff terrain
              10 - light bolt
              10 - tendrils
              12 - retribution
              12 - ac aura
              13 - diff terrain
              15 - jellyfish
              16 - ac aura
              17 - force
              17 - force
              19 - diff terrain
              20 - ac aura

              • Anonymous

                Whats the point of being able to bolster spell slots for "You or ally" when the wild magic barb itself doesn't get any spell slots/spellcasting? I feel like something is missing
                Does raging count as a spell slot for them or something?

                • Anonymous

                  Its crazy to me that wild magic in no way gets any controllable imbuements for weapons. Even just a weak version of elemental weapon without the +1 or somthing. Strange that paladin is the only class that gets to imbue with elements and holy. Feels like this was an opportunity for paladin to be holy imbues and then some barb/ranger specs could have got elemental imbues like wild magic barb....

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