You can experience various playstyles in 168澳洲幸运5开奖网:Baldur's Gate 3, thanks to the wide variety of class choices available when it comes to character creation. If you like having a character that just tears at enemies withou💙t much thought on the battlefield, the barbarian class is a good pick.
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Harness the rage of various beasts with this BG3 Wi🦋ldheart Barbarian build.
As a barbarian, you can be a fierce fighter in batt🦋le thanks to your rage. This makes you more resistant to damage, and your rage can also give you unique buffs ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚdepending on your subclass. One subclass you can choose is to become a wild magic barbarian. This subclass enjoys wild magic when they rage, and this can grant random powerful abilities.
Wild Magic Barbarian Features Overview
Barbarians are a strong addition to your team because of their ability to enter a raging condition. This allows them to deal more damage when using melee or throw attacks. This also gives them an advantage in Strength checks and saving throws.
The rage condition lasts for ten turns, and the condition ends if you don't attack during your turn, and you are not attacked until your next turn.
Barbarians are all about terrorizing opponents with melee damage, but the wild magic barbarian adds a magical twist to that with a random spell effect✅ that gets cast on them, or their sಌurroundings, when they rage.
The wild magic effects that this barbarian subclass can enjoy bring an aggressive, yet unpredictable, type of gameplay that makes it a unique and exciting subclass to 🐠explore.
Not only that, these barbarians can also restore level one, two, and three spell slots of allies. This makes t⭕hem useful to have alongside spellcasting party members.
Level
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Features
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3
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Gain Magic Awareness - everyone, including enemies, within 3m of you will have their proficiency bonus added to saving throws against spells.
Gain Rage: Wild Magic
When you begin to rage, you gain a random Wild Magic effect.
Wild Magic Effects:
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Weapon Infusion - Weapon deals an additional 1d6 force damage, gains light property, and gains thrown property. It returns to your hand when thrown.
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Magic Retribution - Enemies that hit you will take 1d6 force damage.
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Protective Lights - You and nearby allies within 3m will receive +1 to armour class.
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Intangible Spirit - You can use a bonus action to summon a spectral flumph, which explodes at the end of your turn, dealing 1d6 force damage in a 4.5m radius on a failed Dexterity saving throw.
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Bolt of Light - You can use a bonus action to deal 1d6 radiant projectile damage within 10m, that blinds the target for a turn on a failed Constitution saving throw.
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Vine Growth - Vines create difficult terrain for everyone but you in a 4.5m radius around you.
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Teleport - You can use a bonus action to teleport to a visible space within 18m.
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Dark Tendrils - Creatures within 9m of you will take 1d12 necrotic damage on a failed Constitution saving throw. You also gain 1d12 temporary hit points.
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6
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Gain Bolstering Magic:
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Bolstering Magic: Boon - grant yourself or an ally a +1d4 to attack rolls and ability checks for 10 turns.
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Bolstering Magic: Level 1 Spell Slot - restores a level 1 spell slot for you or your ally.
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Bolstering Magic: Level 2 Spell Slot - restores a level 2 spell slot for you or your ally.
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9
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Gain Bolstering Magic: Level 3 Spell Slot - restores a level 3 spell slot for you or your ally.
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10
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Gain Unstable Backlash: You can trigger a new Wild Magic effect, replacing the 🐼current one, as a reaction to taking damage or failing a saving throw.
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Best Character Creation For A Wild Magic Barbarian
Best Race For A Wild Magic Barbarian
A half-orc makes a great wild magic barbarian, thanks to race features that make themꦅ powerful damage dealers and sturdy tanks.
Half-Orc Features
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Description
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Darkvision
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This allows them to see in the dark up to 12m, preventing them from having disadvantage when at🐼tacking in the dark.
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Savage Attacks
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This is a passive trait that allows half-orcs to deal an extra dice of weapon damage, after landing ꦗa critical hit with a melee weapon.
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Relentless Endurance
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This is a passive trait that allows half-orcs to maintain 1 hit point if ever an attack causes the𓆏m to fall to 0 hit 🌟points.
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Best Starting Ability Scores For A Wild Magic Barbarian
The important abilities to keep in mind for a wild magic barbarian are Strength, Dexterity, and Constitution.
Ability
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Recommended Score
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Description
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Strength
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17
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This improves damage done by melee weapons.
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Dexterity
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16
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This gives you higher initiative and armour class.
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Constitution
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14
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This increases your maximum hit points and unarmoured armour class.
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Later in the game, you may find equipment that can set your ability scores to a high number. You can reset your ability score distribution through Withers' services, and distribute the points to other abilities, should you fin𓂃d these valuable pi🅘eces of equipment.
Best Background For A Wild Magic Barbarian
Backgrounds are important because you can gain inspiration after performing certain feats or actions. This inspiration allows you to roll your dice again, should you fail.
The soldier background is perfect for wild magic barbarians, because they can gain inspiration from performing impressive feats in battle.
Since the barbarian class is all about wiping out enemies, you can gain a lot of inspiration points if you chooඣse this background as a wild magic barbarian.
Best Level-By-Level Build For A Wild Magic Barbarian
As you build your wild magic barbarian, you'll need to pick feats that will help you become more powerful against foes.
Level
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Build
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3
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Subclass: wild magic
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4
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Feat: great weapon master
This is a powerful feat that allows you to make another melee attack as a bonus action, if you land a critical hit or kill an enemy.
With Great Weapon Master: All In, using a two-handed or versatile melee weapon will increase your damage by 10, but you'll take a -5 to your attack rolls. This is a toggleable passive, and you should disable it when you're hitting an enemy with low hit points, becꩵause you won't need the extra damage by then.
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8
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Feat: ability improvement (+2 Strength)
You can change this to Dexterity or Constitution i💧f you find equipment that will set you❀r Strength to a higher number.
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12
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Feat: mobile
This will increase your movement speed by 3m. In addition, dashing will prevent difficult terrain from slowing you down. You also don't provoke opportunity attacks from enemies you ma𒈔ke melee attacks on. This is important for tanks, because theirꦗ sturdiness is useless if they can't get around to offer support to allies.
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Best Gear For A Wild Magic Barbarian
There are several pieces of gear that can make your wild magic barbarian an effective tank and damage dealer. You won't be putting on armour, so you'll need as much increase to your armour class as you can get.
Best Early-Game Gear For A Wild Magic Barbarian
Gear
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Description
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Location
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Clothes:
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10 armour class + Dexterity modifier
Grevious Retribution: When an e🧸nemy damages the wearer, t♐he wearer gains Wrath for 2 turns.
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Act 1: Can be looted from the Bulette 💝in the Underdar.
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Headgear:
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Smooth Start: Gain momentum for 3 turns.
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Act 1: Thisജ caꦆn be found in a chest by the Blighted Village waypoint.
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Gloves:
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+2 to armour class while not wearing armour or holding a shield.
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Act 1ꦚ: This can be found in a chest in the Apothecary's Cellar found in thꦚe Blighted Village.
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Footwear: Linebreaker Boots
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Adrenaline Rush: When the wearer dashes or takes similar act🐠ion during combat, they gain Wrath for 2 turns.
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Act 1: This can b🌠e looted from Beastmaster Zurk's body in the Worg Pens located in the Shat😼tered Sanctum.
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Amulet:
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Grants Spell: Misty Step
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Act 1: This can be purchased from Omeluum in the Und🍌erdark.
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Ring 1:
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Increases movement speed by 3m.
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Act 1: This can be looted from 🎃Crusher's body, or this can be taken from him using Sleight of Hand, if you choose to kiss his feet.
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Ring 2:
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This adds +2 acid damage to your weapon attacks.
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Act 1: This 🐓can be purchased from Derryth Bonecloak in the Underdark.
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Optional Weapon:
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2d6 (2~12) + Strength modifier (slashing damage)
Deal an extra 1d4 (1~4) fire damage
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Act 1: This can be loo🙈ted from Comm🧸ander Zhalk in the Nautiloid. You can also use the spell to cause him to drop it.
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Optional Weapon:
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2d6 + 1 (3~13) +♎ Stre🐠ngth modifier (slashing damage)
Colossal Onslaught♑: Strike all creatures in a line, dealing slashing damage equal to youജr proficiency bonus.
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Act 1: This can be purchased from Corsair🍸 Greymon in Grymforge, or it can ❀be looted from his body.
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Best Late-Game Gear For A Wild Magic Barbarian
Gear
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Description
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Location
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Clothes: Bonespike Garb
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10 armor class + Dexterity modifier
Slabjaw Determination: You gain 15 tempo꧒rary hit points whenever you Rage.
Exoskeletal Endurance: Reduce all incoming damage by 2. When the weare𝓀r is struck by a melee attack, the attacker takes piercing damage equal to the weare𝄹r's Constitution modifier.
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Act 3: 𓆉This can be pu🥀rchased from Exxvikyap in the Rivington General store.
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Headgear: Bonespike Helmet
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Fury In The Marrow: When you Rage, hostile creatures in a 3m/10ft radius must succeed a Wisdom saving throw or take 2d4 psychic damage. The♋ targets receive half damage on a save.
+2 to Intimidation.
Menacing Attack: Usable once per turn. This ability d🥂oes not consume superiority dice.
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Act 3: This can be purchased from the Voiceless Penitent Bareki in🦩 the Undercity Ruins, in the Baldur's Gate Low🌌er City Sewers.
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Gloves:
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Set the wearer's Strength score to 23. The enchantment has no effect if their Strength score is 😼higher without i🎀t.
+1 to Strength saving throws.
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Act 3: Thꦕis can be found on a pedestal in the Archive Room of ཧthe House of Hope.
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Footwear: Helldusk Boots
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Steadfast: 💖You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of difficult terrain.
Infernal Evasion: When you fail a saving throw, you 🌜may use your reaction to succeed instead.
Hellcrawler: Teleport to ဣan area and deal 2d8 fire damage where you land. The impact blast𓆉 spreads in a 3m/10ft zone.
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Act 3: This can be found in a chest on the top floor of Wyrm'🧜s Rock Fortress.
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Amulet:
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Set the wearer's Constitution score to 23. The enchantment has no effect if their Constitution🤡 score is higher with🌱out it.
Advantage on Constitution saving throws.
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Act 3: This can be found on a pedestal in the Archive Room of the Hou🍰se of Hope.
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Ring 1:
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Executioner: When you kill a creature, your next attack roll will be a 💝critical hit. Refres🐽hes after a long rest.
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Act 2: This can be taken from the floor of the Self-Same Trial in the Gauntlet of Shar, after you've killed the avatar's copy. You must not have activate🍃d the Cheater's Folly condition.
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Ring 2:
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Combat Regeneration: at the beginning of your turn, the ring activa📖tes and heals you for 1d4 hit points.
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Act 3: This can be purchased from the Sorcerous Sundries in the Lower City o༺f Baldur's Gate, if Lorroakan is alive. If he is dead, you can steal it from Rolan in Ramazith's Tower.
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Weapon: Balduran's Giantslayer
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2d6 + 3 (5~15) + Strength modifier (slashin🐠g damage)
Giantslayer: On a hit, double the🐠 damage from your Strength modifier. This weapon grants you advantage on attack rolls against large, huge, or gargantuan creature💧s.
Giant Form: Grow to a fearsome size. Your weapons deal an additional 1d6 damage, and you gain 27 🌺t🌟emporary hit points and advantage on Strength checks and saving throws.
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Act 3: Thisꦡ can be looted from Ansur's body after defeating him in The Dragon's Sanctum.
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Next
Do what barbarians do best: hit things.