Raging Surge Image

When you enter your rage and roll on the Wild Magic table, the result of your roll determines an additional effect that you can produce. Using this feature ends your rage and the effects of your Wild Surge feature.

Raging Surge
d8 Effect
1 As a bonus action, a number of creatures of your choice equal to your Constitution modifier within 10 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage, plus an additional amount of damage equal to the number of temporary hit points you currently have (maximum of 12). On a successful save, a target takes half as much damage.
2 When you teleport as part of your Wild Surge feature, you may choose to teleport to a space occupied by a creature, forcing it to take 1d8 force damage and make a Strength saving throw. On a failed save, you may choose to remain in the teleported space while the creature is pushed to the nearest unoccupied space of your choosing. On a successful save, the creature remains in place while you move to the nearest unoccupied space of your choosing.
3 When you summon a spirit as part of your Wild Surge feature, you may choose to instead summon a number of spirits equal to your proficiency bonus. Each spirit appears within 5 feet of a creature of your choice that you can see within 30 feet of you. You may choose to have the spirits appear near the same creature or several. At the end of the current turn, all spirits explode, and each creature within 5 feet of a spirit must succeed on a Dexterity saving throw. A creature takes 1d6 force damage on a failed save, or half as much on a successful one. The damage dealt to a creature increases by 1d6 for every explosion it was within range of.
4 When you attack with the weapon magically enhanced by your Wild Surge feature, you may force one creature of your choice that you can see within 5 feet of the target to make a Dexterity saving throw. The target of the attack automatically fails this save. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.
5 When a creature takes force damage due to your Wild Surge feature, you may use your reaction to force all creatures of your choice within 10 feet of you to make a Dexterity saving throw. A creature takes 1d12 force damage on a failed save, or half as much damage on a successful one.
6 As a bonus action, you and all allies within 10 feet of you gain a bonus to Armor Class equal to your proficiency bonus until the start of your next turn.
7 As a bonus action, all creatures of your choice within the difficult terrain produced by your Wild Surge feature must make a Strength saving throw or become grappled by magical foliage. During its turn, a creature can use its action to attempt a DC 10 Strength check, escaping the grapple on a success.
8 As a bonus action, a number of creatures of your choice equal to twice your proficiency bonus within 30 feet of you must make a Constitution saving throw. On a failed save, a target takes 1d12 radiant damage and becomes blinded until the start of your next turn.
Raging Surge Image

Comments

Posts Quoted:
Reply
Clear All Quotes