Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Īn intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. You teleport up to 30 feet to an unoccupied space you can see. You also gain temporary hit points equal to 1d12 plus your barbarian level. Wild MagicĮach creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. Wild SurgeĪlso at 3rd level, the magical energy roiling inside you sometimes erupts from you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you sense a spell, you learn which school of magic it belongs to. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Source: Tasha's Cauldron of Everything Magic Awareness
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