Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Cookie Notice For the next minute, you must shout when you speak. And if you don't hit that the DC becomes 3, and so on and so forth. 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. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. Spells cost additional bonus round cast time. 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). Maximum Power. You can't cast a spell from an item in beast form, nor use anything that requires speech or a body part that your beast form doesn't have. 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 . When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? Permanently decrease a different ability score of your choice by 1 point. Potions for healing. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. 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. From the perspective of everyone else, you cease to exist during that time. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. School of Chaos (Wild Magic Wizard). One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. 73-74. You gradually return to your original height over the course of 1 day. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Their stats are then determined by their level and the type of spell they are. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 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 breath water for 1 day. d100. Ornithopter of Flying. You regain 5 hit points per round for 1 minute. You gain the ability to speak one new language of your choice. Instead, they simply talk about an ability to access the raw forces of magic. Your eyes permanently change color. You then regain the use of this feature. You sprout tiny fairy wings from your shoulders. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. 34. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. A spell such as. The Chromatic Rose comes in five different colors: Black, Blue, Green, Red, and White. You permanently gain one cantrip. LMP. Oil of Sharpness. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. Likewise, different areas have different wild magic tables. Choosing a monster affiliated with your deity and gaining one of its abilities. You switch souls with a random creature within 30 feet of you. If there is no other creature within range, you target yourself. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. Spells. Watch headings for an "edit" link when available. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. You gain the ability to speak with animals for one hour. Then, we have the characters who are deeply curious about their abilities, wishing to study themselves and learn to control the powers they wield. Each creature within 30 feet of you takes 1d10 necrotic damage. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. When drunk, a creature regains 4d4 + 4 HP. You become extremely physically ugly for 1d4 hours, losing 2 points of CHA. The next time you cast a spell, roll twice on this chart. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. If they are a blue or grey shade, they turn dark brown, or vice versa. So it is with magic. Potion of Animal Friendship. You gain, You are protected from Aberrations for 1 day. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. Even though that random occurrence may be beneficial. You gain the ability to walk on water for 1 day. If you are in combat, you reroll your order in the initiative at the end of this round. Your height changes by a number of inches equal to the roll. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. All creatures that can perceive you must make a. For one minute, you glow with bright light in a 30-foot radius. 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. Watch headings for an "edit" link when available. If you fail the saving throw, you turn into a sheep for the spells duration. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. The total number of dice the pool can be increased to is still 10. 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. 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. If you want to play a character with access to wild magic, its important to consider their relationship to that mysterious force. Such creatures cannot attack you or harm you unless they succeed a on a, Your fingernails and toenails grow to an uncomfortable length. Simply browse for your screenshot using the form below. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. A spell such as, You are surrounded by a faint, pleasant odor. Unless otherwise stated, the effects of wild magic that arent instantaneous (such as a peal of bells or the detonation of a fireball) are assumed to be permanent until removed by a spell such as Greater Restoration. Roll a d20. 1 Charges. Each creature within 30 feet of you takes 1d10 necrotic damage. The power of your magic is strong! Ironically, both of these gloved heroines are portrayed as loners, afraid that their violent powers could harm anyone that gets too close. Pocket Sand. All food and drink within 30 feet of you is purified. You are under the effect of a. spell until they disappear after 1d8 days. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. Wikidot.com Terms of Service - what you can, what you should not etc. 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'. 32. 1-2. If the roll is odd, you get younger (minimum 1 year old). Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any, A demon whose CR is equal to your level appears near you. You are instantly resurrected if you are killed within 24 hours of drinking this potion. If you do, you must take the new rolls result. When drunk, a creature regains 10d4 + 20 HP. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. You turn into a potted plant until the start of your next turn. You are protected from Beasts for 1 day. Disappointing. With two active groups and several one-off sessions, Ive only had one player at a convention that embraced the concept of wild magic. I know, that within the context of an RPG, this might seem pretty trivial, but if you take a step back, this is akin to the power of a lesser deity. You are protected from Fey for 1 day. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. Each creature within 30 feet of you becomes invisible for the next minute. An overexcited flock of colorful birds (use the stat block of a. appears in your space and attacks you. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. You are surrounded by a faint, offensive odor for 1 minute. Creative Commons Attribution-ShareAlike 3.0 License. Pixie Dust. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. 0904 Caster finds a potion that can instill zealous religious fervor . They can continue doing this until they are happy with the result or they roll 10d10. When drunk, a creature regains 8d4 + 8 HP. Check out my blogfor homebrew D&D stuff and other projects! Both effects will apply. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. These living spells can go in a lot of different ways, but one things for sure; theyre going to be some of the most interesting characters your players have seen at the table in a long time. Readying a spell. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. You are immune to intoxication for the next 5d6 days. 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. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. If you fall within the next day, you automatically have the benefit of the. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. I suggested that they could be intended for druids, especially the Circle of the Moon, and might boost the stats of lower-CR Wild Shapes, so that if shapeshifting to a wolf or panther is your preferred style, you're not missing out on the much better hit points and attacks of higher-CR shapes. You regain, A third eye appears in your forehead, giving you, You make no sounds for 1 minute and you gain. You are protected from Celestials for 1 day. Like, what is a slow fall spell? A. My immediate response to this was the table needed to be rebuilt almost from scratch. A remove curse spell can end this effect. 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. You and anyone within 10 feet of you must make a. Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . 3. The effect ends after exhaling fire 3 times, or after 1 hour. 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. Your skin turns a vibrant shade of blue. Privacy Policy. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. Anyone trying to perceive you has advantage on their. Starting at 6th level, you have the ability to twist fate using your wild magic. Please enable JavaScript to get the best experience from this site. Well, Tashas Cauldron of Everything explains that many areas of the multiverse are full of rampant magic that has a deep connection to intense emotions. You take 2d10 psychic damage. 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. You sprout tiny fairy wings from your shoulders. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. You cast magic missile as a 5th-level spell. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. 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. 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. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. 5. 1. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast. All the rations you are carrying turn to soap. Your innate magic comes from the wild forces of chaos that underlie the order of creation. An herbalist can create potions for healing that are identical to the magical potions of health listed in the Dungeon Masters Guide. You regain your lowest-level expended spell slot. If there is no creature within range, you target yourself. Such creatures gain. You teleport up to 60 feet to an unoccupied space of your choice that you can see. 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. The effects of the potion occur immediately. 75-76. This is, of course, a house rule, but again, it comes down to the DM. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. You may notice that some effects dont 100% align with every spell in 5e. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. Sure, some spells have slightly randomized outcomes, but mostly you pick a thing, the thing happens, and thats it. Your size increases by one size category for the next minute. Nathan . Chromatic Rose. 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. 0903 Caster finds a potion that can instantly cause his death . Click here to toggle editing of individual sections of the page (if possible). From a mechanical standpoint, this means that wild magic barbarians roll on a smaller wild surge table to produce an effect whenever they enter their rage. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. 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. You must spend more sorcery points each time. on yourself. 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. So, what are you waiting for? 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. A random creature within 60 feet of you is. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. Such creatures cannot attack you or harm you unless they succeed on a. The cats vanish after the characters next long rest. Serious, or extreme effects, are less likely to occur than nuisance effects. Second, they can produce unpredictable magical effects all on their own. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. The cost of a vial is 9,000 gp! 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. Its easy to imagine the weave as an exceedingly complex system of pipes. If the result is 1 or less, a Wild Magic Surge occurs. You transform into a large empty barrel for 1 minute, during which time you considered. The character is frightened of all creatures until the end of their next turn. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. However it came to be, this chaotic magic churns within you, waiting for any outlet. Ive been running 5e for a little over a year. When you cast a spell of 1st-level or higher roll a d20. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. Your speed is increased by 10 feet for 1 minute. You become poisoned until you use your action to make a DC 12 Constitution check. This has no effect if you were not standing on the ground when the spell was cast. You shrink 1d6 inches in height. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. : For the next day, your skin tone changes color every 30 minutes, cycling . Your body and all your gear take on a glassy appearance for the next minute. During this time, you must succeed on a. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. You gain the ability to speak one language of your choice for 1 day. Philter of Love. You immediately make an unarmed strike against a random creature within 5 feet of you. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. Enjoy! Lost Laboratory of Kwalish. You can't speak for 1 minute. For the next minute, you must shout when you speak. Download the client and get started. Notify administrators if there is objectionable content in this page. 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. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. Some of these options are beneficial, while others have a negative impact. Planning on making an area where a Wild Magic effect happens whenever someone casts a spell, this is going to be VERY helpful in making it not extremely boring. You are restrained. 3-4. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. They vanish after 1 minute. Your innate magic comes from the wild forces of chaos that underlie the order of creation. You automatically succeed on the next saving throw you make within the next minute. A caster teleports 25 ft. to the left of their location. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). Your height changes by a number of inches equal to the roll. Requires Level 70. 7. It makes sense if you think about it. 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. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. So the next roll is a 1 or a 2. Randomness and uncertainty are a part of why people play D&D. You immediately take 2d10 psychic damage. Determining the wild magic effect involves the roll of a d100, although there are only 50 possible outcomes. Find out what you can do. Do you mean feather fall? Your age changes by a number of years equal to the roll. Most players dont like unpredictability. Wild Magic. Spells are fickle things, so all of these effects should be used at a DMs discretion. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). That means a surge for every single spell, if she has used the feature. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. Such creatures gain. While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. The official wild magic surge table is found in the Player's Handbook. 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. But what happens when this process goes wrong? You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. 33. For the next hour, you appear to others to be the opposite gender. Any creature within 5 feet of you that can see is. An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. 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 Moon-Touched Sword is one of the best low-level magic weapons in D&D 5e. A magic mouth appears on a nearby wall or flat surface. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. 77-78. What happened to the spell I tried to cast? The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. 20% haste puts your arcane blast at a 2 sec cast, add in the 1 sec GCD, and you've got 3 seconds, exactly the cooldown of barrage. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. For the next minute, you regain 5 hit points at the start of each of your turns. Append content without editing the whole page source. 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 and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. For the next minute, you gain resistance to poison and psychic damage. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. 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.. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. Your weight changes by a number of pounds equal to the roll. In fact, as mentioned above, both the nature of the spellcaster and the place in which the surge is occurring can have an effect on the results of a wild magic surge. Full moon. You recover all your expended spell slots. You are vulnerable to Aberrations for 1 hour. on the nearest creature to you. The coated item has a +3 bonus to attack and damage rolls for 1 hour. But more than just the forces of chaos as described in the Players Handbook, magic also comes from nature, from life, and even from death. 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. Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. However, you lose the ability to speak one language you already know. Ingredients: Cat's tongue, Quipper Scale. For the next day, you gain proficiency in all skills that you are not already proficient in. Immediately gaining a multiclass level in cleric or warlock. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. 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. Most of the casting classes have learned to control magic through rigid rituals and precise incantations. You regain hit points equal to the sum of the necrotic damage dealt. 904. You teleport to an alternate plane, then return to the location where you started after 1 minute. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. 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. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. 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. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. All creatures within 40 feet of you can feel it, but it otherwise does nothing. An area of wild magic, or a wild magic zone, is where the pipes rupture, allowing insane amounts of energy to pour out and some crazy things to happen. Each creature within 30 feet of you becomes invisible for the next minute. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. You immediately gain 15 temporary hit points. New comments cannot be posted and votes cannot be cast. When drunk, a creature gains a climbing speed equivalent to its walking speed for 1 hour and gains advantage on Strength (Athletics) checks made to climb. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. For the next day, any time you make an ability check, roll 1d6 and add the result. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. In my setting, all magic is wild magic, even though the players dont realize it. 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.