A. Roll a d10. Watch headings for an "edit" link when available. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. . Wild shape says: You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. How To Make Custom & Homebrew Character Backgrounds for DnD 5e, Everything You Need to Know About Difficult Terrain in DnD 5e, A Complete Guide to the Monk's Flurry of Blows in DnD 5e, Giff 5e: Guide to the Culture, Appearance & Traits of Hippo-Folk, The 8 Best Cantrips in DnD 5e for the Bard Class. 1. Check out my magic items! However, if they dont like the result of the roll, they can roll again, but they must add another d10 to the pool and reroll all the dice. Check out my blogfor homebrew D&D stuff and other projects! During that time, other creatures cant hear you. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Consuming this food deals 2d6 poison damage and causes the. It is hostile to them, vanishing after 1 minute. You are protected from Beasts for 1 day. Your skin turns a vibrant shade of blue. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. But overall I think this is an awesome list. For the next day, everything you say must rhyme. You are surrounded by a faint, offensive odor for 1 minute. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. You can't speak for 1 minute. Necromancy plays with the delicate balance between life and death. Spellcasters may take ranks in the Wild Magic skill to mitigate some of the randomness, and this provides a path towards learning new feats to gain even more control. When drunk, a creature regains 10d4 + 20 HP. Target is not affected, TEMPORAL HICCUP take an additional action immediately, TEMPORAL SKIP lose next action, bonus, and reaction, GRAVITY WELL Encumbrance triples for 1d6rds within 30ft, MAGIC SURGE AOE creatures within 30ft take, LIFEFORCE ABSORPTION each creature within 30ft takes 1d10necrotic and caster gains temp hp equal to total damage dealt, TIME SLOW FIELD 30ft AOE to everyone but caster, WEAPONS BECOME ETHEREAL AOE 30ft for 1d10rds, MAGICAL STASIS incapacitated and immune for 1d10rds, DISARM all creatures within 30ft with STR contest vs DC 12, LUCKY next ability/attack is a Natural 20 or an Advantage, UNLUCKY next ability/attack is a Natural 1 or at Disadvantage, TRANSPOSITION everyone within 60ft random switches position with each other, TEMPORAL REWIND all actions this round by anyone acting after the caster within 120ft must be rerolled and second roll must be taken, FACE OTHER DIRECTION AOE affects all creatures within 30ft, RETCHING VOMIT, lose all actions until end of round, DISENTEGRATING ITEM random non-magical item, ECTOPLASMIC GOO spontaneously appears on things within 10ft. I'm giving up my day job and going into business for myself! Pocket Sand. Whenever you try, pink bubbles float out of your mouth. You gain the ability to breath water for 1 day. The reasons are clear: I created a couple NPC wild-magic sorcerers, and even in these cases, the players dont want to be around these characters. If he can reseal the hole, great. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. Item Level 80. View and manage file attachments for this page. You gain proficiency in one tool or weapon type you dont already have for 1 day. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. As a DM, I try to roll on random tables or create outcomes that surprise me all the time. In this accursed place, you have the chance to provoke some of the following wild magic results. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. So the next roll is a 1 or a 2. Notify administrators if there is objectionable content in this page. If the roll is even, you gain it. The official wild magic surge table is found in the Player's Handbook. Cabbages sprout abundantly within a 30' radius. Each creature within 30 feet of you takes 1d10 necrotic damage. Sell Price: 50. If it doesnt, you take 1d6 psychic damage. Sure, in the past, there may have been wizards who studied the ways of wild magic and learned true mastery over its chaotic nature, but those wizards seemed to have vanished with the spellplague. Maybe a divination spell can be overcharged in a different way, allowing the caster to obtain answers far easier or to obtain more knowledge than normal. Unfortunately, no. I currently copy-and-paste line by line to make my own rollable macro in Roll20 (but it's such a pain)Here's my extended Wild Magic Table but I think I'll be incorporating some of the original poster's material :) I didn't think about balancing which was a good comment above but I did try to think of neutral magical effects that could happen but kept it slightly more generic to allow the DM to improvise. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. However, you lose the ability to speak one language you already know. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. You cast disguise self and appear as the nearest humanoid to you you can see. This alone mitigates the risk so that more players might be willing to accept it. Both effects will apply. Any more haste, and you'll be stuck waiting for your barrage to cooldown after you've cast blast. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage as magic lashes out in retribution. 904. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. You cast fireball as a 3rd-level spell centered on yourself. You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. Well, there is actually some huge precedence laid out for Living Spells in 5e. For the next day, any time you make an ability check, roll 1d6 and subtract the result. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. No. You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute. All creatures that can perceive you must make a. That certainly makes sense for the wild magic sorcerer. It keeps the game fresh and exciting, and it helps lessen the insidious idea that Im here solely to curate an experience for my players. You regain your lowest-level expended spell slot. You sprout tiny fairy wings from your shoulders. For the next day, any time you make an ability check, roll 1d6 and add the result. You gain resistance to all damage for the next minute. Naturally, their abilities are much more connected to their status as brutal warriors, forging magic weapons, creating difficult terrain, allowing the barbarian to teleport, and more. 34. See pages that link to and include this page. And if you don't hit that the DC becomes 3, and so on and so forth. While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. For the next minute, you are in the Border Ethereal near the location you were last in. Please enable JavaScript to get the best experience from this site. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to. You levitate 6 inches off the ground for 1 minute. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. A wild magic table is the perfect place to bring a little of the kind of magic I like to D&D 5e: magic that feels like the sweaty palms when Faust strikes his bargain, or the raw crackling power of the Warp in Warhammer 40k, or venturing into the heart of the forest to sniff the fumes from a witchs cauldron real magic, real power, real danger of everything going very, very wrong indeed. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Append content without editing the whole page source. Spells that use wild magic are given the Wild descriptor. Enshrouded objects are considered, You are protected from Undead for 1 day. Lost Mine of Phandelver. Choosing a monster affiliated with your deity and gaining one of its abilities. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. You teleport up to 60 feet to an unoccupied space that you can see. Whether this means using that energy to shoot fireballs from their fingertips, read the future, bind powerful entities to their will, resurrect the dead, or any number of other feats ranging from the profound to the profane, it is up to the spellcaster and their knowledge of their craft. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. Wikidot.com Terms of Service - what you can, what you should not etc. I should've checked here before making my own (see below)Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? All New Wild Beyond the Witchlight Magic Items. Click here to toggle editing of individual sections of the page (if possible). If one is harvested and eaten within this time, the creature must make a, All creatures within 20 feet of you must make a, You can smell exceptionally well for 1 minute, gaining, You are protected from Elementals for one day. It turns to snow 1 minute later. 0905 Caster finds a potion that can turn him into an invisible cat . It makes sense if you think about it. You automatically succeed on the next saving throw you make within the next minute. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. My DM made contacting the chosen god of my PC the d10000 wild magic table. You regain all expended sorcery points. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a, All creatures within 20 feet of you, including you, must make a. Chromatic Rose. You grow 1d6 inches in height. The effect lasts for 1d6 days. 1 Charges. The leg then falls off, causing you no damage. New comments cannot be posted and votes cannot be cast. Such creatures gain. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. Pokmon TCG's 5 Best . You become invisible and silent for 1 minute. Such creatures cannot attack you or harm you unless they succeed a on a, Your fingernails and toenails grow to an uncomfortable length. You are at the center of a 10-foot radius, For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no concentration required) for the same duration. 31. It disappears at the end of your next turn. 3. All silver you are carrying is now copper. Philter of Love. At 14th level, you gain a modicum of control over the surges of your wild magic. Your hair falls out but grows back within 24 hours. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. Despite my opinion about the inherent weakness of the Wild Magic sorcery origin, when compared to Draconic origins, this replacement of the surge table may make the Wild Magic choice more palatable to some players. If you do, you must take the new rolls result. 21. While a plant, you are incapacitated and have vulnerability to all damage. An eye appears on your forehead for the next minute. However, instead of rolling d100 and going straight in, you must first roll d20 to determine which of the three columns youre going to use. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. I am DMing a Wild Magic Sorcerer right now (just had the first game this evening) and I intend to have her get back Tides of Chaos every single time she casts a spell and has the opportunity to get it back. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. According to the DMG, items activate by one of . For the next minute, you must shout when you speak. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. You gain, You permanently forget one cantrip. During the next hour, you must make an, You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered. You lose proficiency on all skill checks for 1 minute. For the next spell you cast within 1 minute that does damage, the damage is minimized. The invisibility ends on a creature when it attacks or casts a spell. 73-74. You immediately gain 15 temporary hit points. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. A close review of the possible results will reveal that most of the effects in the original PHB table appear in this table as well. These sapient, hyperdimensional cats have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. So it is with magic. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. For more information, please see our The sorcerer, for example, says that you might have received your abilities from exposure to some form of raw magic, like a planar portal or the Elemental Chaos. 3-4. When you are in an area of wild magic (or some other circumstances create the opportunity for a wild magic surge), roll a d20 each time a spell with a level of 0-9 is cast. You take 2d10 psychic damage. of yourself appears within 20 feet of you. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. You teleport up to 60 feet to an unoccupied space of your choice that you can see. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. When you speak, your voice comes from the magic mouth. Youre probably most familiar with the concept as part of the Wild Magic Sorcerer subclass, which has a chance to roll on the table whenever they use magic. They can choose to spend 2 sorcery points (4 / 2 = 2) to reduce the size of the dice to 5d8 (range of 5-40), 4 sorcery points to reduce the dice to 5d6 (5-30), or 6 sorcery points to roll 5d4 (5-20). You go back to your regular bodies at the end of your next turn, if the body is still alive. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. You and anyone within 10 feet of you must make a. You are vulnerable to Celestials for 1 hour. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. A gentle gust of wind blows outward from you. When drunk, a creatures exhaustion is removed and any diseases or poison effects are cured. It also will determine just how willing you are to unleash your powers and how often youll seek alternative solutions. You become colorblind until your next long rest. The Chromatic Rose comes in five different colors: Black, Blue, Green, Red, and White. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. Not the biggest part, but from the most committed roleplayer to the most meticulous power gamer, everyone holds their breath when the time arrives for a big dice roll. Your innate magic comes from the wild forces of chaos that underlie the order of creation. For the next minute, you gain resistance to poison and psychic damage. A spell such as. Once you do so, you must finish a long rest before you can use this feature again. You feel lucky. 13) The potion causes your body to become covered in thick, black fur. For the next hour, any spell you cast does not require a verbal component. For the next minute, you regain 5 hit points at the start of each of your turns. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. Such creatures gain. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. You recover your lowest-level expended spell slot. However, most of the results are new and this table has undergone moderate playtesting in my groups. Your size shrinks by 1d4 feet for 1d4 hours. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. Additionally, a fun house rule that I'm also using is that every time you roll for a Wild Magic surge, if you don't get a 1, the DC goes up by one. Such creatures cannot attack you or harm you unless they succeed on a, For the next minute, you have double vision. The DM chooses the damage type. This represents the Wild Magic building inside you. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. For the next minute, you can see any invisible creature if you have line of sight to it. For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. If you die within the next minute, you immediately come back to life as if by the. If you want to discuss contents of this page - this is the easiest way to do it. A random creature within 60 feet of you is. Places where the Weave is torn become conduits for wild magic in their own right. ListFist.com - All Rights Reserved, List of Demon Slayer: Kimetsu no Yaiba Manga Chapters, List of Causes of Death Compared to Coronavirus (COVID-19). Find out what you can do. Mythic Odysseys of Theros. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. I played my first tabletop RPG (Pathfinder 1e, specifically) in college. 5-6. Ornithopter of Flying. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. Dust of Corrosion. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. The next time you cast a spell, do not roll on this chart. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. Iggwilv's Cauldron. For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. This item fits the fairytale aesthetic a little bit more than some of the other magical items, but this Rose is a lot deadlier than most. The Path of Wild Magic barbarian gets to roll on a very specific wild magic table unique to its subclass because the wild magic that its primal path is expressing is being channeled through a certain creature. . The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. Whenever a spell is cast within a wild magic zone, a DM can cause one of a few things to happen. Some of these options are beneficial, while others have a negative impact. Once they hit 14th level, they even get to exert a bit of control over the wild magic effects they can produce, rolling twice and choosing the effect thats more beneficial in their situation. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Below is a small table to determine which effects might happen. You break your attunement with 1d3 of your magic items to which you are attuned. Sure, you could play them like any other character, but much like a warlock or a paladin, this particular brand of abilities and origins lends itself to some really interesting character development. The power of your magic is strong! The Chromatic Rose is a unique magic item. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next minute. Such creatures gain. Because of this, these subclasses actually tell us a lot. Your body (none of your clothing or gear) teleports 10 feet in a random direction. Requires level 70. Potions are like spells cast upon the . You gain resistance to all damage for the next minute. Transported to Astral Plane until end of next turn. Every creature within 15 feet of you takes 1 necrotic damage. A simulacrum of yourself appears within 20 feet of you. When drunk, a creature regains 2d4 + 2 HP. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. You are vulnerable to Beasts for 1 hour. You glow with bright light in a 30-foot radius for the next minute. For the next hour, any time you make an ability check, roll 1d4 and add the result. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. Surely they must give us some idea of how wild magic really works, right? You gain two spell slots at your second-highest level for 1 week. You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to, For any spell that requires a saving throw you cast within the next minute, the target gains. Each creature within 30 feet of you becomes invisible for the next minute. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. Plenty of the results also become more or less useful, problematic, or interesting based on context, which is fun and, I think, the big reason why this is such a popular subclass. They also get to have that amazing moment where they unleash their full power and really embrace it, taking them down a path of isolation, power hunger, or acceptance its kind of dealers choice at that point. Randomness and uncertainty are a part of why people play D&D. on the nearest creature to you. You gradually return to your original height over the course of 1 day. This site works best with JavaScript enabled. Each creature within 30 feet of you takes 1d10 necrotic damage. It takes an action to pick up 100 scattered coins. 2023 Wizards. It was a rocky start but I had a blast and now, the better part of a decade later, I play, write, and write about tabletop RPGs (mostly5e, but also PBtA, Forged in the Dark and OSR) games for a living, which iswild. Interestingly enough, neither of these subclasses directly reference tears in the weave. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. There are, naturally, a million ways you could go, but when you focus on the characters perception of their own powers, you give yourself a huge jumping pad for further character exploration. Such creatures cannot attack you or harm you unless they succeed a, All creatures within 20 feet of you are knocked. For the next minute, you can see any invisible creature if you have line of sight to it. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Its enough to know that a to-hit roll might miss or they might fail a saving roll, but even a remote chance (5%) of something completely random happening is something they avoid. Like, what is a slow fall spell? You get gain a -1 penalty to your AC for 1 minute. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). You lose concentration on any spells you are concentrating on, and an. Your clothes become dirty and filthy. When drunk, a creatures Strength score is increased to 29 for 1 hour. First, they have unpredictable effects on spells cast within them. However a mage accesses their magic, both sources (in the Forgotten Realms at least) tap into a deeper, underlying layer of energy known as The Weave. The character is frightened of all creatures until the end of their next turn. You must spend more sorcery points each time. Campaigns have ended within minutes before as an early roll on the Wild Magic Surge table has seen the party sorcerer cast fireball centered on themself and earn the record for the Forgotten Realms fastest TPK. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. For the next day, you are in the Border Ethereal near the location you were last in. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger.