The path of wild magic was a primal path that some barbarians followed, that saw them receive influence from powerful magic that often originated from other planes of existence.[1][2]
Description[]
As most barbarians lived deep in the wilds of nature, they became more susceptible to the influence of wild magic. Over the years, living in remote locales that were influenced by energies from the Feywild, or even the Upper planes, they accumulated supernatural powers that were often practiced by their ancient forebears.[1]
Culture[]
Aasimar, genasi, tiefling, and other planetouched individuals were most among those barbarians that followed the path of wild magic.[1]
Abilities[]
By their very nature, wild magic barbarians garnered greater awareness of magic and dweomers that remained nearby. One or more times per day, they could detect the location of any magical spell within 60 ft (18 m) of their person, and even determine the school of magic from which it originated.[1]
As they honed their abilities, barbarians that walked the path could tap into wild magic whenever they entered into their rage. Surprising and sometimes catastrophous events could occur as a result of their wild magic surges. They could just as easily conjure the spirit of a flumph as they could imbue their weapon with magical force energy. Skilled barbarians could even harness this power to bolster the combat prowess of themselves or their allies.[1]
Some of the most well-traveled and venerated barbarians became so in-tune with wild magic, that the inherent magical energy within them would lash out if they ever became truly in danger.[1]
Yet it was only the most-experienced wild magic barbarians who could truly control and harness their wild magic surges. Whenever they raged or faced true peril, they could deliberately conjure protective lights around their body, teleport themselves away, shoot out bolts of lightning, or manifest other wild magic feats.[1]
Appendix[]
Appearances[]
Video Games
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Jeremy Crawford (November 17, 2020). Tasha's Cauldron of Everything. (Wizards of the Coast), pp. 25–26. ISBN 978-0786967025.
- ↑ Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios.
Connections=[]
Artificer
Alchemist • Artillerist
Bard
College of Glamour • College of Lore • College of Swords • College of Valor • College of Whispers
Ranger
Beast master • Hunter • Gloom stalker • Monster slayer • Swarmkeeper
Rogue
Arcane trickster • Assassin • Inquisitive • Mastermind • Scout • Soulknife • Swashbuckler • Thief
Sorcerer
Aberrant mind • Clockwork soul • Dragon magic • Shadow magic • Storm sorcery • Wild magic
Warlock
Celestial patron • Archfey patron • Hexblade • Fiend patron • Great Old One patron • Undying patron
Wizard
Abjurer • Conjurer • Diviner • Enchanter • Evoker • Illusionist • Necromancer • Transmuter • War mage
Cleric
Death domain • Divine domain • Knowledge domain • Life domain • Light domain • Nature domain • Tempest domain • Trickery domain
Druid
Circle of Dreams • Circle of the Land • Circle of the Moon • Circle of the Shepherd • Circle of Spores • Circle of Stars
Paladin
Oath of the Ancients • Oath of Conquest • Oath of the Crown • Oath of Devotion • Oath of Vengeance
Barbarian
Path of the ancestral guardian • Path of the berserker • Path of the storm herald • Path of the totem warrior • Path of wild magic • Path of the zealot
Fighter
Arcane archer • Battle master • Cavalier • Champion • Eldritch knight • Samurai
Monk
Way of the Drunken Master • Way of the Four Elements • Way of the Kensei • Way of the Sun Soul • Way of the Open Hand • Way of Shadow