Wild Magic |
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Initial Wild Magic Features |
Inherited Barbarian Features |
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
- Level 1 - Unarmored Defense (Feature)
- Level 1 - Rage (Bonus Action)
- Level 2 - Danger Sense (Feature)
- Level 2 - Reckless Attack (Action)
- Level 3 - Additional Rage Charge (Class Feature)
- Level 3 - Pick Subclass (Wildheart, Berserker, Wild Magic)
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Extra Attack (Feature)
- Level 5 - Fast Movement (Feature)
- Level 6 - Additional Rage Charge (Class Feature)
- Level 7 - Feral Instinct (Feature)
- Level 8 - Feat - Choose one from the Feats list
- Level 9 - Brutal Critical (Feature)
- Level 11 - Relentless Rage (Feature)
- Level 12 - Additional Rage Charge (Class Feature)
- Level 12 - Feat - Choose one from the Feats list
BG3 Wild Magic Features Progression
- Level 3 - Rage: Wild Magic (Action)
- Level 3 - Magic Awareness (Action)
- Level 6 - Bolstering Magic: Boon (Action)
- Level 6 - Bolstering Magic: Level 1 Spell Slot (Action)
- Level 6 - Bolstering Magic: Level 2 Spell Slot (Action)
- Level 9 - Bolstering Magic: Level 3 Spell Slot (Action)
- Level 10 - Unstable Backlash (Subclass Feature)
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:
- Wild Magic Lvl 3
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 |
AnonymousDo Wild Magic Surges still activate if I rage and then wildshape?

AnonymousCreated 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.

AnonymousI 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.

AnonymousI 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.

Anonymousweakest 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!

AnonymousFor anyone multiclassing (very) wild stuff: Rage Impeded (Condition) won't stop wild magic surges.

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

AnonymousUseless 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?

AnonymousWhy 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.

AnonymousDoes 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
AnonymousWhy is it that under Classes and Subclasses, it just shows the Elden Ring presets?

AnonymousWhy is it that under "Classes and Subclasses" it's just the Elden Ring presets?

Anonymous
AnonymousWhats 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?
AnonymousIts 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....

Anonymous
Rage mage.
2
+10
-1