While a plant, you are incapacitated and have vulnerability to all damage. You immediately take 1d10 radiant damage. You are protected from Fiends for one day. When drunk, a creature regains 4d4 + 4 HP. Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject.. Wild Zones: Some places are magically unstable.When a creature casts a spell, uses a spell-like . All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. You are vulnerable to Aberrations for 1 hour. Save my name, email, and website in this browser for the next time I comment. You can't speak for 1 minute. Because of this, these subclasses actually tell us a lot. You cast polymorph on yourself. That belongs in a different article. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. 75-76. 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. 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. When drunk, a creatures Strength score is increased to 23 for 1 hour. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. The effect lasts for 1d6 days. This site works best with JavaScript enabled. If you want to play a character with access to wild magic, its important to consider their relationship to that mysterious force. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. OoA. 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. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You glow with bright light in a 30-foot radius for the next minute. Only a spell such as. 32. Lost Mine of Phandelver. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. Some of these options are beneficial, while others have a negative impact. It turns to snow 1 minute later. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. Check out my magic items! If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. See pages that link to and include this page. Comment by RedwoodElf "Wild Magic" is probably a reference to the Wild Magic in Stephen R. Donaldson's Chronicles of Thomas Covenant the Unbeliever. You become invisible and silent for 1 minute. We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. Creative Commons Attribution-ShareAlike 3.0 License. For the next day, you are in the Border Ethereal near the location you were last in. Lots of rolling on the Wild Magic Surge . During that time, you have advantage on Wisdom (Perception) checks that rely on sight. until 1d4 rounds later. Second, they can produce unpredictable magical effects all on their own. On a success, you vomit and the effect ends. appears hovering in front of you expectantly, only visible and touchable by you. Your size increases by one size category for the next minute. The next time you cast a spell, roll twice on this chart. All of your hair permanently falls out. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. If you fail the saving throw, you turn into a sheep for the spells duration. 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. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. You and anyone within 10 feet of you must make a. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. One of the things that Scott and I talk about a lot and incorporate readily into games we play that arent D&D 5e is the idea that magic should feel well, magical. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . 33. 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. If the roll is odd, you lose the weight. You are surrounded by a faint, offensive odor for 1 minute. Item Level 80. on a random creature within 60 feet of you. In this accursed place, you have the chance to provoke some of the following wild magic results. Your pants fall down. Of course, it mightve just had something to do with barbarians being known for easier gameplay, and making another d100 table couldve been a bit over the top. Maximize the damage of the next damaging spell you cast within the next minute. Everyone remembers the moments where serendipity saved (or doomed) a D&D campaign; someone had just the right item or pulled off the most imaginative spell usage, or the wild magic sorcerer randomly poisoned the BBEG and won the party the battle. You are surrounded by faint, ethereal music for the next minute. My immediate response to this was the table needed to be rebuilt almost from scratch. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. 1) You grow an extra leg for a minute. Magical effects from each school rewrite reality in a different way. If you die within the next minute, you come back to life as if by the. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. While its not necessarily canon, you could say that their intense emotions give them a more natural hold over the surges, explaining why the effects are seemingly much less random than those of a sorcerer. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Creature gains the effect of the etherealness spell for 1 hour. These characters can be dangerous because theyll probably seek to invite randomness into any situation, be that with their magic or not. You can read our full breakdown of the schools of magic, as well as the history of magic in Dungeons & Dragons here. 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. You transform into an iron statue of yourself for 1 minute, during which time you are considered. For example: A wild magic sorcerer who triggers a wild magic surge when casting a 4th-level spell would roll 5d10 for a possible result of between 5 and 50 on the table. You lose 1d6x5 pounds. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. The point of this isnt just for your players to have fun; its for you to flex your DM muscles and experience a bit more chaos at the table than you might be used to. You may notice that some effects dont 100% align with every spell in 5e. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). If you fall within the next day, you automatically have the benefit of the. When drunk, a creatures Strength score is increased to 27 for 1 hour. It lets the wielder bypass Resistance to nonmagical attacks. 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. Creative Commons Attribution-ShareAlike 3.0 License. The cats vanish after the characters next long rest. A potion is a magic liquid that produces its effect when imbibed. You develop an allergy to any magic near you. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. For the next minute, you gain resistance to fire and cold damage. So the next roll is a 1 or a 2. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. Two full moons. 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. Watch headings for an "edit" link when available. 12) The potion makes your teeth grow into sharp, jagged fangs. Actually, its probably a bit more accurate to say that these are wells. Dust of Corrosion. You lose proficiency in all skill rolls for 1d4 hours. You can take one additional action immediately. Open flames in the area are extinguished. A remove curse spell can end this effect. No. View/set parent page (used for creating breadcrumbs and structured layout). Whenever you try, pink bubbles float out of your mouth. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. When drunk, a creature gains the effect of the clairvoyance spell. You gain the ability to speak one new language of your choice. Perhaps a backfiring healing spell actually heals an enemy. You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. Your speed is increased by 10 feet for 1 minute. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. You grow a beard made of feathers, which remains until you sneeze. The flock disappears 1 minute later. From the perspective of everyone else, you cease to exist during that time. You are vulnerable to fiends for 1 hour. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. Summoning can be problematic in 5E D&D and I think there's a better way of handling it but overall this is nicely done. Also, a wild magic sorcerer can spend sorcery points equal to the level of the spell that triggered the wild magic surge divided by two (minimum of one) to downgrade the size of the dice they roll on the wild magic surge table. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. of yourself appears within 20 feet of you. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute. 3. You turn into a potted plant until the start of your next turn. Until you do, your, For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting. However, they do not follow the rules of magical item creation. Good or bad (or just plain weird), Wild Magic surges are memorable. If you want to discuss contents of this page - this is the easiest way to do it. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. Those with a rich cultural history of magic use may seek to infuse their barbaric rage with the mystical currents that run throughout the multiverse. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. I mean, these are sorcerers that can exert some small level of control over one of the most chaotic forces of nature, and it can occur as a random side effect of being born? If the roll is even, you get older. Uncommon. You are vulnerable to Beasts for 1 hour. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. and the downright catastrophic. 3. You immediately take 2d10 psychic damage. You teleport up to 60 feet to an unoccupied space of your choice that you can see. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. 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. Im here to have fun too, dammit, so maybe I want to be just as surprised by whats on the other side of the door as the adventurers. During that time, other creatures cant hear you. Shaking the bottle fails to interrupt this process. Cast time: 3 sec. You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. Unless otherwise stated, the content of this page is licensed under. Chromatic Rose. Choosing a monster affiliated with your deity and gaining one of its abilities. These spells can be broken down into eight categories or schools: Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, and Illusion. View and manage file attachments for this page. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. A spell such as, All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. Spells cost additional bonus round cast time. 904. That's very odd. For the next hour, any time you make an ability check, roll 1d6 and add the result. Potions of Healing cost half of a Magical Item of the same rarity. Full moon. A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. If you die within the next minute, you immediately come back to life as if by the, UNFETTERED SURGE: Every round for 10rds roll on this table ignoring this result on subsequent rolls, MAGIC MISSLES hit nearby targets (5 missles), QUICKENED SPELLS cast times for 1action are 1bonus (10rds), MAXXED SPELLS max effects and damage (10rds), CAN'T SPEAK permanent (may be dispelled/remove curse), ALL FLAMMABLE OBJECTS ON PERSON BURST INTO FLAMES, FRIGHTENED by nearest creature until end of next turn, TARGETS ARE RANDOMIZED within 30ft of magic source, REJUVENATED (equivalent of long rest except for hp adjustment), SPELL FURCATION spell affects all creatures within 60ft of target. The leg then falls off, causing you no damage. You are immune to being intoxicated by alcohol for the next 5d6 days. 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. Instead of opening a precise channel for magical energy, the wild mage tears a gaping hole in reality and hopes to get a particular effect. You can take one additional action immediately. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. 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. Your speed is reduced by 10 feet. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. When drunk, a creatures Strength score is increased to 29 for 1 hour. Not only are there wild-magic sorcerers, but many magic items the adventurers find generate rolls on this table when used. You are instantly resurrected if you are killed within 24 hours of drinking this potion. For the next minute, you gain resistance to poison and psychic damage. Our first exposure to this strange energy was in wild magic zones. Cookie Notice Such creatures cannot attack you or harm you unless they succeed on a, Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter. Readying a spell. Sell Price: 50. and our You can picture this as a blast of arcane energy pouring out of these warriors hearts and unleashing a particularly nasty brand of chaos on the battlefield. If you drop to 0 hit points, your pot breaks, and your form reverts. Enjoy! Like I'm playing a wizard, the effect of 1d4 of my fingers migrating from one hand to another disables being able to use somatic spell . When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. But overall I think this is an awesome list. Creature gains the effect of a freedom of movement spell for 8 hours. Wikidot.com Terms of Service - what you can, what you should not etc. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. You no longer need to breathe for the next 1d8 hours. This alone mitigates the risk so that more players might be willing to accept it. If just about any magical, or even nonmagical, event can spawn the existence of a magic user with a connection to wild magic, then wild magic is something far more universally present than previously thought. Whenever you try, pink bubbles float out of your mouth. If you fail a, All creatures within 60 feet of you regain 2d8, You transform into a marble statue of yourself for 1 minute, during which time you are considered, Over the next minute, all plants within 20 feet of you grow as if affected by the. That doesn't exist. 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. You are frightened by the nearest creature until the end of your next turn. Maximum Power. You gain a reach of 15 feet with them for the next minute. You feel lucky. If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. You transform into an empty wooden chest for 1 minute, during which time you are considered. The creature can repeat the saving throw at the end of each of its turns. Gnats buzz around your head for 1 minute, distracting you. A random creature within 60 feet of you becomes poisoned for 1d4 hours. You lose proficiency on all skill checks for 1 minute. I played my first tabletop RPG (Pathfinder 1e, specifically) in college. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. You recover your lowest-level expended spell slot. Under the light of the day, you appear normal; by firelight or the light of the moon, you appear hideous (the other players decide how). For the next hour, any spell you cast does not require a verbal component. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. You gain two spell slots at your second-highest level for 1 week. You levitate 6 inches off the ground for 1 minute. This represents the Wild Magic building inside you. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Most fights are easily won with Sleep anyway. You gain truesight out to a range of 60 feet for the next minute. Your hair falls out but grows back within 24 hours. You control it on its next turn, and it controls you on your next turn. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. Consuming this food deals 2d6 poison damage and causes the. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. Unfortunately, no. Spells, then, can be thought of as ways of tapping into that Weave, connecting a spellcaster to it (sometimes via another conduit, like a warlocks patron) and shaping it into the desired form. Such creatures cannot attack you or harm you unless they succeed a, All creatures within 20 feet of you are knocked. You cast disguise self and appear as the nearest humanoid to you you can see. 905. Sell Price: 50. All creatures that can perceive you must make a. 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. During this time, you must succeed on a. Click here to edit contents of this page. You regain all expended sorcery points. 5. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. So it is with magic. We trust you, as the DM, to come up with suitable solutions. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. Ive been running 5e for a little over a year. When you cast a spell of 1st-level or higher roll a d20. 1 Charges. Going in order of publication, we start with the wild magic sorcerer, one of the two sorcerous origins that was released with the introduction of 5e. For the next minute, you regain 5 hit points at the start of each of your turns. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. You cast faerie fire centered on yourself. It is up to the DM whether to implement this rule. 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. Transported to Astral Plane until end of next turn. When drunk, a creatures Strength score is increased to 25 for 1 hour. You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. The invisibility ends on a creature when it attacks or casts a spell. A spell such as. Potion of Wild Magic. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. on the nearest creature to you. 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. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. I ran the scenario twice, and in the second session, the player who picked that character wanted the randomness and we ended up having a lot of fun with it. 21. Anyone trying to perceive you has advantage on their. This is, of course, a house rule, but again, it comes down to the DM. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Undead for one hour. For 2d6 days, you glow bright yellow.