Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute. You are protected from Beasts for 1 hour. You lose the ability to see for 1 day. Each creature within 30 feet of you becomes invisible for the next minute. You can take one additional action immediately. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. You teleport up to 60 feet to an unoccupied space that you can see. Unfortunately, no. When you drink this potion, you can cast the Animal Friendship spell (DC 13 Wisdom saving throw) for 1 hour at will. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 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. Such creatures gain. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. For the next minute, you gain resistance to poison and psychic damage. 6. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. You grow 1d6 inches in height. 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? You gain the ability to speak with animals for 1 day. Potion of Animal Friendship. You are under the effect of a. spell until they disappear after 1d8 days. A spell such as. 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 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. If you are wounded, you regain. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. We trust you, as the DM, to come up with suitable solutions. It is up to the DM whether to implement this rule. So it is with magic. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). For the next minute, you gain resistance to fire and cold damage. If you are not wearing pants, you instead fall prone. 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 takes 1d10 necrotic damage. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. You are frightened by the nearest creature until the end of your next turn. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. Potion of Wild Magic. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. A remove curse spell can end this effect. If the roll is even, you grow. The names are all in the styles of how you'd find them in many popular games, for example 'Elixir of Lucid Dreams' or 'Flask of Ancient Wisdom'. When drunk, a creature regains 4d4 + 4 HP. controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. 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. You are immune to intoxication for the next 5d6 days. Your non-magical items change to fit your new form. You glow with bright light in a 30-foot radius for the next minute. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. Dust of Corrosion. 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. You transform into an iron statue of yourself for 1 minute, during which time you are considered. : For the next day, your skin tone changes color every 30 minutes, cycling . You regain hit points equal to the sum of the necrotic damage dealt. Thus, the Wild Magic Surge table plays a prominent role in my campaign. When drunk, a creature regains 8d4 + 8 HP. For more information, please see our You can also check out our full guide to spellcasting. Notify administrators if there is objectionable content in this page. The effect ends after exhaling fire 3 times, or after 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. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. First up isn't a magic item at all and instead offers what it says on the tin a handful of debris functioning as a contact poison. A magic mouth appears on a nearby wall or flat surface. You shrink 1d6 inches in height. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit. Mythic Odysseys of Theros. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. Click here to edit contents of this page. You gain a reach of 15 feet with them for the next minute. Your feet and hands disappear. Your characters are always yours to play as you choose, but that doesnt mean we cant offer a few tips and tricks to create much more effective storytelling at the table. 3d6 random gems appear near you, worth 50gp each. Download the client and get started. Actually, its probably a bit more accurate to say that these are wells. If the roll is even, you get older. Append content without editing the whole page source. The coated item has a +3 bonus to attack and damage rolls for 1 hour. All silver you are carrying is now copper. If youd like, you can even have players make an Arcana check against a suitable DC to determine whether or not they have to roll on this table. You recover your lowest-level expended spell slot. You gain two spell slots at your second-highest level for 1 week. You are surrounded by faint, ethereal music for the next minute. Your age changes by a number of years equal to the roll. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. So the next roll is a 1 or a 2. Your speed is increased by 10 feet for 1 minute. For the next hour, any time you make an ability check, roll 1d4 and add the result. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. You can use the feature only once per turn. You transform into an empty wooden chest for 1 minute, during which time you are considered. Creative Commons Attribution-ShareAlike 3.0 License. For all the talk about wizards unraveling ineffable mysteries and warlocks treating with unknowable beings, magic in 5e is pretty much a known quantity. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. All this said, part of the problem with the way Wild Magic is presented in the handbook is that the Wild Magic Surge table is too small. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. Full moon. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. My DM made contacting the chosen god of my PC the d10000 wild magic table. An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. 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. Sorcerer: Wild Magic. 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. You sprout tiny fairy wings from your shoulders. You glow with bright light in a 30-foot radius for the next minute. chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 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 . You lose 1d6x5 pounds. Iggwilv's Cauldron. Best Dungeons & Dragons One-Shots For People New To D&D 5e. You gain the ability to breath water for 1 day. Readying a spell. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. Your hair falls out but grows back within 1 day. You feel strong and powerful, like a wild beast. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute. Your eyes permanently change color. If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. However, because we wanted some really genuinely bonkers options in here and because summoning cthulhu as the result of a botched Detect Thoughts spell kinda feels silly were also doing our own version of how to roll for a Wild Magic Surge. A spell such as, You are surrounded by a faint, pleasant odor. Your skin turns a vibrant shade of blue. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You may immediately take 1 additional action. You are protected from Celestials for 1 day. Most of the casting classes have learned to control magic through rigid rituals and precise incantations. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. 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. For the next minute, you are unable to cast any spell that causes damage of any type. Expired Healing Potion. 0906 Caster finds a potion that induces permanent . Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. Requires Level 70. A puddle of grease appears where you are standing, with a 10-foot radius. Your hair falls out but grows back within 24 hours. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). From the perspective of everyone else, you cease to exist during that time. While a plant, you are incapacitated and have vulnerability to all damage. First, they have unpredictable effects on spells cast within them. You turn into a potted plant until the start of your next turn. A spell such as. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. No. Because of this, these subclasses actually tell us a lot. Its easy to imagine the weave as an exceedingly complex system of pipes. An overexcited flock of colorful birds (use the stat block of a. appears in your space and attacks you. 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. Your innate magic comes from the wild forces of chaos that underlie the order of creation. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated. While most wizards study for a specific school of magic, others may opt to choose to study how magic reacts when introduced to an element of chaos. 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. During this time, you must succeed on a. You can't speak for 1 minute. 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. Your clothes become dirty and filthy. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Every creature within 15 feet of you takes 1 necrotic damage. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. Each creature within 30 feet of you takes 1d10 necrotic damage. 1. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. Failed Concentration: When a caster fails a concentration check, and thereby loses a spell, some of the spell's energy escapes in a wild magic surge.. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. For the next hour, any spell you cast does not require a somatic component. You let out a loud, thunderous belch that replicates the effect of a 1st-level, Up to 3 corpses within 30 feet of you rise as. The effect lasts for 1d6 days. You can do so after the creature rolls but before any effects of the roll occur. All the coins you have on your person fall to the ground at your feet. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. 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. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. You then regain the use of this feature. You are protected from Beasts for 1 day. You are immune to being intoxicated by alcohol for the next 5d6 days. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? And if you don't hit that the DC becomes 3, and so on and so forth. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. We have to remember, subclass descriptions are often vague so that players can come up with their own unique understanding of their abilities. You are vulnerable to fiends for 1 hour. 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. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). During this time, you have the. 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. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. 906. The invisibility ends on a creature when it attacks or casts a spell. Such creatures gain. Potions are like spells cast upon the . When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll.