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Wild Magic (barbarian subclass)
(Redirected from Wild Magic Barbarian)
For the sorcerer subclass of the same name, see Wild Magic (sorcerer subclass).
Wild Magic is one of the subclasses of barbarian. These barbarians manifest otherworldy magic to bolster their martial abilities.
Subclass features[edit | edit source]
This subclass obtains all the features from its base class, Barbarian, in addition to its unique features outlined below.
Level 3
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- Enter a that releases all the magic roiling inside you, causing a random magical effect.
Wild Magic Effects[edit | edit source]
Effect | Description |
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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

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- Anyone within range adds a
1d4 bonus to Saving throws. ( Recharge: Short rest.)
Level 6
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- You or an ally receive
+1d4 bonus to Attack Rolls and Ability Checks for 10 turns. ( Recharge: Long rest.)
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- You or an ally recover a Level 1 Spell Slot. ( Recharge: Long rest.)
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- You or an ally recover a Level 2 Spell Slot. ( Recharge: Long rest.)
Level 9
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- You or an ally recover a Level 3 Spell Slot. ( Recharge: Long rest.)
Level 10
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- While enraged, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect that replaces the current one.