Wild Magic is a Subclass of Barbarian in Baldur's Gate 3. Barbarians primary ability is Strength, their saving throw proficiencies are Strength and Constitution, and they have a Hit Dice of 1d12. They have proficiency with Simple Weapons, martial weapons, light Armor, medium armor and shields. (Note this class is unavailable in EA and all info is either data mined or based on DND 5e materials and are subject to change.)

 

The wild influence of magic has transformed you, suffusing you with an arcane power that churns within you, waiting to be released.

 
 

 

BG3 BARBARIAN CLASS PROGRESSION

 

BG3 Wild Magic Features Progression

 

Wild Magic Tips & Builds

  • At level 3, Wild Magic Barbarian learns Rage: Wild Magic, which it is their unique type of rage that may create unexpected surges of wild magic.
  • At level 3, Wild Magic Barbarian learns Magic Awareness which grants anyone within range adds their Proficiency Bonus to Saving Throws against spells.
  • At level 6, Wild Magic Barbarian learns three types of Bolstering Magic. The first one, Bolstering Magic: Boon can be used to increase attack rolls or ability checks by 1d4. The second one and the third one, Bolstering Magic: Level 1 Spell Slot and Bolstering Magic: Level 2 Spell Slot, allow the wild magic barbarian or an ally to recover a level 1 or a level 2 spell slot respectively.
  • At level 9, they learn Bolstering Magic: Level 3, which allows recovering a level 3 spell slot. These abilities, make the Wild Magic Barbarian an ideal pair for spellcasters.
  • At level 10, Wild Magic Barbarians learn Unstable Backlash, that while enraged, when you take damage or fail a saving throw, you trigger another Wild Magic effect that replaces the current one.
  • Notes and tips go here

 

How to unlock Rage: Wild Magic

Rage: Wild Magic can be unlocked by the following classes:

 

 

Rage: Wild Magic Tips & Notes

  • Notes & Tips go here

 

 

 Wild Magic Surges

Name Wild Magic Effect Duration
Bolt of Light Shoot a Bolt of Light from your chest that Blinds the target for 1 turn and does 1-6 Radiant Damage. 9m range and CON Saving Throw Until End of Rage
Dark Tendrils Shadowy tendrils lash around you, sucking the life from all creatures within 9m dealing 1-12 Necrotic Damage on failed CON Save, and granting you 1-12 temporary hit points.  One time trigger
Intangible Spirit You can summon a spectral flumph within 9m of you. The flumph explodes at the end of your turn, dealing 1-6 Force Damage to each creature within 2m on a failed DEX save. Until End of Rage
Magic Retribution Enemies that hit you take 1-6 Force Damage in retaliation. Until End of Rage
Protective Lights You and any allies within 3m of you have a +1 bonus to Armour Class. Until End of Rage
Teleport As a Bonus Action each turn, you can Teleport up to 18m to an unoccupied space you can see. Until End of Rage
Vine Growth The ground within 5m of you is Difficult Terrain for everyone other than you, halving movement speed. Until End of Rage
Weapon Infusion Your equipped weapon deals an additional 1-6 Force Damage and gains the Light and Thrown properties. If Thrown, it immediately reappears in your hand. Until End of Rage

 

 

Classes and Subclasses
Arcane Trickster  ♦  Archfey  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Battle Master  ♦  Beast Master  ♦  Berserker  ♦  Circle of Spores  ♦  Circle of the Land  ♦  Circle of the Moon  ♦  Circle of the Spores  ♦  Cleric  ♦  College of Lore  ♦  College of Swords  ♦  College of Valour  ♦  Conjuration School  ♦  Divination School  ♦  Draconic Bloodline  ♦  Druid  ♦  Eldritch Knight  ♦  Enchantment School  ♦  Fighter  ♦  Gloom Stalker  ♦  Hunter  ♦  Illusion School  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Monk  ♦  Nature Domain  ♦  Necromancy School  ♦  Oath of the Ancients  ♦  Oath of Vengeance  ♦  Oathbreaker  ♦  Paladin  ♦  Path of the Giant  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Storm Sorcery  ♦  Tempest Domain  ♦  The Fiend  ♦  The Great Old One  ♦  Thief  ♦  Transmutation School  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Way of Shadow  ♦  Wild Magic  ♦  Wizard

 




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    • Anonymous

      Created a half-elf sword bard thought some level in barbarian would be funny... like a bad bard who rages after someone says his music is bad. Thought Wild Magic fits cause he can cast spells up to lv 3. CREATED a MONSTER! destroyed honour mode. 5lvl Bard(lv3 spellslot and you get your bardic inspiration back after short rest) 7lvl Barbarian, full DEX and CHA Build 25 AC(thanks to 22 DEX, Armour of Agility, Wondrous Gloves and dual-wield feat) , dual-wield fighting style melee, Longbow range. Band of the Mystic Scoundrel let you cast spells as an bonus action after you hit an attack(use it range), Helmet with arcane acuity let you hit with your spells. Flourish OP range and melee. 20m base movement, so if your run out of Range Flourish and spell slots rage and dual-wield the crap out of enemys. God of skill checks... im in love with this build.

      • Anonymous

        I played wild magic up to level 6 before realizing how useless it is. The random effect usually gives d6 damage per round. Unremarkable at level 3 and pointless at higher levels. The other effects are also weak. Teleport seems good, but in reality it usually comes when you don't need it. 2 spell slots at level 6 might seem comparable to other partial casters like Eldritch knight, but WMB doesn't actually get any spells for those slots, making this ability laughably weak. And you get Boon, which is like the cantrip Guidance, but only once. The only useful thing about Wild Magic is that it is still a barbarian.

        • Anonymous

          I dont know why people complain about this subclass, this is a barb with ramdon buff until the end of rage, and a turn 1 extra protection against magic.

          • Anonymous

            weakest barb subclass clearly! :/ sadly... it should atleast allow to cast magic during raging and give some spell slots... may give better wild surges or at least let the random stuff and can choose what you want to use!

            • Anonymous

              It's actually not bad since you still get access to all the Barbarian base class goodies. For the most part the surges just mean you get a respectable damage boost early game or a control ability (your barbarian becomes a walking terrain hazard with Vine Growth, or can teleport around). Generally what you want to do is give your Barbarian Enhanced Leap/some other movement advantage to get him/her into the thick of things before raging (many of the surges benefit from being knee-deep in enemies, especially Dark Tendrils).

              The unfortunate thing is that none of the damage from the surges seem to scale- if they scaled in damage like cantrips and got an extra die at higher levels then this would be a solid subclass from start to finish.

              • Anonymous

                This subclass seems very weak compared to the monster that is a throwing Berserker or any of the variations of Wild Heart.

                • Anonymous

                  Useless garbage it seems. Can't rage and cast. Can't even rage and concentrate. So you're just there to replenish spell slots, and only low level ones at that. What a complete waste of a character. You're giving up a large part of a character for just replenishing low lvl spell slots for another. Whoopdie do, who thought of this tripe?

                  • Anonymous

                    Why do the Wild Magic attacks like Bolt of Light/Dark Tendrils use Charisma for their DC when in tabletop they key off of Constitution? Guess I'll be respeccing to boring old Bearbarian until they fix this.

                    • Anonymous

                      Does anyone understand the table? Seems like it rolls a d20, disregards the result and choses an effect at random. Here's what I got so far.

                      1 - force
                      4 - ac aura
                      5 - force
                      5 - jellyfish
                      5 - teleport
                      7 - teleport
                      9 - diff terrain
                      10 - light bolt
                      10 - tendrils
                      12 - retribution
                      12 - ac aura
                      13 - diff terrain
                      15 - jellyfish
                      16 - ac aura
                      17 - force
                      17 - force
                      19 - diff terrain
                      20 - ac aura

                      • Anonymous

                        Whats the point of being able to bolster spell slots for "You or ally" when the wild magic barb itself doesn't get any spell slots/spellcasting? I feel like something is missing
                        Does raging count as a spell slot for them or something?

                        • Anonymous

                          Its crazy to me that wild magic in no way gets any controllable imbuements for weapons. Even just a weak version of elemental weapon without the +1 or somthing. Strange that paladin is the only class that gets to imbue with elements and holy. Feels like this was an opportunity for paladin to be holy imbues and then some barb/ranger specs could have got elemental imbues like wild magic barb....

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