Wild Magic: Enchant Weapons
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Wild Magic: Enchant Weapons is a Wild Magic Sorcerer free action which is randomly used when triggered by a roll; it allows them to magically empower the weapon of every nearby creature, allowing each to make a single powerful strike.
Description
Enchant the weapon of each creature within See: Bugs] is a Critical Hit and deals an additional 1d4.
6 m / 20 ft. Their next attack[
Condition: Wild Magic: Enchant Weapons
Long rest Duration: Until
- The next attack with this weapon is a Critical Hit and deals an additional 1d4Force.
How to learn
Classes:
- Class level 1: Wild Magic Sorcerer
Notes
- If the character is dual wielding weapons, only the main hand is enchanted with additional 1d4. Similarly, if the character has melee weapons at hand, ranged weapons are not affected (and vice-versa).
- The character triggers the auto critical hit when attacking with the enchanted weapon at main hand.
- As the enchanted weapon attack is a guaranteed Critical Hit, the actual extra damage dealt is 2d4.
Bugs
- As the additional 1d4 is applied to the weapon with long rest duration, if the weapon is moved to offhand or to a character who was not enchanted, attacking with this weapon is an auto critical hit, but the extra damage effect does not expire after a hit.
- If the enchanted character loses the condition (e.g. by dying), they can keep use the weapon with bonus until long rest.