Lingering Magic
3rd-level Path of Wild Magic feature of speech
At 3rd level, your body reacts to the bearing of magic trick. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this while. You faintly glow a tinge match to the school of magic trick you detect ( you choose the colors ) .
You can use this feature a count of times equal to your Constitution modifier ( minimum of once ). You regain all use uses when you finish a farseeing rest .
Wild Surge
3rd-level Path of Wild Magic feature of speech
Starting at 3rd degree, charming erupts from you as you rage. When you enter your rage, roll on the
Wild Surge table to determine the charming effect produced .
If the effect requires a saving confuse, the DC equals 8 + your proficiency bonus + your united states constitution modifier .
Wild Surge | |
---|---|
d8 | Effect |
1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage |
4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier |
5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn |
7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
magic trick Reserves
6th-level Path of Wild Magic feature
At 6th horizontal surface, you can channel the charming surging inside you into other creatures. As an action, you can touch a animal and roll a d4. The animal recovers an spend spell slot of a level peer to the number rolled. If the creature you touch can ’ t recover a spell slot of that degree, the animal rather gains temp hit points peer to five times the count rolled.
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You take wedge damage equal to five times the count rolled .
When you reach 14th floor in this classify, you increase the die to a d6 .
Arcane Rebuke
10th-level Path of Wild Magic feature
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At 10th level, the magic trick crackling within your soul lashes out. When a creature forces you to make a spare hurl while you are raging, you can use your reaction to deal 3d6 force wrong to that creature .
chaotic craze
14th-level Path of Wild Magic have
At 14th level, you become a wellhead of wild magic while you are raging. As a bonus military action, you can reroll on the Wild Surge board, replacing your current effect with the new one .