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).

Description
Enter a that releases all the magic roiling inside you, causing a random magical effect.Gain Resistance to physical damage, and Advantage on Strength Ability Checks and saves.
Available only in combat.
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.
Properties
- Cost
- Bonus Action + Rage Charge
- Details
- Range: Self
- Duration: 10 turns
Magical Effects
Effect | Description |
---|---|
Magic infuses your weapon. It deals an additional 1d6 damage and gains the Light and Thrown properties. If thrown, it reappears in your hand at the end of your turn. | |
You are protected by wild, vengeful magic. Enemies that hit you take 1d6 damage in retaliation. | |
You, and any allies within Armour Class. | 3 m / 10 ft of you, have a +1 bonus to|
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 1d6 damage to anyone within 4.5 m / 15 ft on a failed DC 12 Dexterity saving throw. | |
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 1d6 damage and the target on a failed DC 12 Constitution saving throw for 1 turn. | |
Flowers and vines spread outward from you in a radius of | 4.5 m / 15 ft creating for everyone other than you.|
Each turn, as a Bonus Action, choose to Teleport to an unoccupied space you can see within 18 m / 60 ft | |
Shadowy tendrils lash outwards from you. Each creature within DC 12 Constitution saving throw or take 1d12 damage. Additionally, you gain 1d12 temporary hit points. | 9 m / 30 ft of you must succeed a
At higher levels
At level 9, the bonus damage to attacks increases to +3.Condition: Rage
Duration: 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 Physical damage, and Advantage on Strength Checks and Saving throws.
- Cannot cast or concentrate on Spells.
Condition: Rage Impeded
Duration: Permanent
- Weighed down by Heavy Armour. Until the armour is removed, Raging won't grant extra damage, resistance to physical damage, or Advantage on Strength Checks and Saving throws.
How to learn
Classes:
- Class level 3: Wild Magic Barbarian
Bugs
- This version of Rage is usable when already affected by Rage once the Barbarian reaches level 9.