Base Class: Sorcerer
Credit: The Dungeon Coach
Wild Magic Surge
How the table works
When you roll on this Wild Magic Surge Table you roll both a d100 and a d20 at the same time. The d100 shows you which row to go to and the d20 shows you if the result is good, neutral or bad. A d20 result of 1-5 is a bad result, 6-15 is a neutral result, and 16-20 is a good result. If any effect tells you that the Wild Magic Surge will always be a certain type (good, neutral, or bad) then you do not need to roll the d20 and only roll the d100 to see what you get.
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D100 |
1-5 Bad |
6-15 Unknown |
16-20 Good |
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1 |
You shapeshift into a Primal Rage filled Dragon (hostile) attacking the nearest creature. Once damage is dealt to break player free, they are back to normal. Target makes WIS ST to gain control over self each turn. |
You turn into a Dragonborn and can only speak draconic and barely understand common. |
You transform into a Dragon. Choose type/ color/ duration for what is appropriate. |
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2 |
You Polymorph into a dog |
A talking spectral dog that only you can see appears |
A talking ethereal dog companion that appears and disappears on command |
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3 |
You Polymorph into a small size creature) |
You start to take on properties of a forest creature/sheep |
Gain the druid wildshape feature |
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4 |
You Turn into a troglodite and gain an aura of Con ST or poisoned within 20ft, anyone within the aura takes 1 poison damage per round |
You slowly start to turn into a lizard/ frog of some kind piece by piece (skin/ nails/ eyes/ limbs) |
You have a Dragonborn Breath Weapon now and start to grow scales (in cool places only) |
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5 |
You transform into a stone/ marble/ metal statue of yourself, during which time you are considered petrified. |
The appearance of your skin changes into stone/ marble/ metal |
Gain +2 AC as your skin turns into a hardened stone/ marble/ metal |
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6 |
You Polymorph into a Raven |
You start to grow feathers on arms/ back/ legs/ etc |
You grow black raven wings out of your back and gain a fly speed of 40ft |
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7 |
Your touch turns all non-living things into rusted copper (reverse midas touch) |
Every non organic thing you touch, temporarily turns to gold |
3d6 x100 silver pieces appear randomly around you over the next hour |
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8 |
You grow gills and can ONLY breath water |
You grow gills on your neck |
You gain the ability to breath water |
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9 |
You are stunned and feel extreme pain for 1 round, make a Con ST again next round until save |
Every so often you freeze in place for a few seconds… no mechanics to this, just RP |
You Gain the effects of the Time Stop Spell but only for 30 seconds |
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10 |
Your skin thins and is now vulnerable to slashing and piercing damage |
Your skin thickens and gain “Unarmored Defense Feat” If already have this, then increase AC by +1 |
If a blade hits your SKIN, you have resistance to slashing and piercing damage (cannot be wearing Armor) |
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Transmutation |
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11 |
All of your hair falls out |
For the next hour, you are the opposite gender. |
You gain the ability to change the color of your skin/ hair/ and eyes at will |
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12 |
You Polymorph into the nearest creature or the last creature you have seen. |
You grow antlers, fur, horns, or some other beastly feature |
You gain the ability to speak with animals permanently, can cast beast bond at will |
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13 |
You shapeshift into a monkey that can still function as the player BUT has reduced intelligence and is “primal” |
You grow a tail |
Grow a prehensile tail that can function like another hand that can interact with any objects as a free action |
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14 |
Swap 2 ability scores that would be bad for the target |
Swap 2 ability scores that would be funny of the target |
Swap 2 ability scores that would be good for the target |
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15 |
Every time you attack with a weapon or cast a spell; take 1d4 Force damage |
You gain a cantrip. Either the player or the DM has control over its uses... DM’s choice |
You start to gain access to spells OR if you can already cast spells; different types than usual |
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16 |
Next ally you speak to gains the Bane effect |
Next Ally you speak to gains the bless effect |
Gain the Bardic Inspiration Feature |
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17 |
Lose 10 MS and triple in weight density (cant jump) |
You weigh 1/10 of your normal weight (feather fall spell) |
Gain +10 MS and Triple Jump Distance |
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18 |
You gain 1 level of exhaustion |
Understand how to use ALL weapons and have an urge to use a different one |
Surge of Adrenaline, Gain a one use of action surge |
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19 |
You go Blind |
You gain the ability of echolocation (hear sounds) |
Gain Blindsight |
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20 |
Cannot speak, only bubbles come out |
You must shout when you speak |
You can now speak telepathically |
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21 |
You are surrounded by a faint, offensive odour. You gain disadvantage on all Charisma checks, and maybe even stealth checks |
You lose the ability to smell / taste |
You can smell exceptionally well. You gain blindsight with a radius of 10 feet and advantage on all Perception checks related to smell. |
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22 |
Gain the effects of slow |
feel rushes of Haste and Slow back and forth (no spell effects, only RP) |
Gain the effects of Haste |
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23 |
You LOSE proficiency in the next proficient skill check you make (not casting spells or making attacks) |
You feel a strong sense of confidence and ability to learn, You permanently gain proficiency in the next thing you attempt to do. (skill/tool check) |
Your knowledge and skill have ascended! You are now proficient in everything you do |
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24 |
All Allies around you make a Wis ST or gain the bane effect |
Allies around you gain the effects of the bless spell |
Allies within 20 feet of you gain +2 to attack and damage rolls on any melee weapon/ spell attack they make |
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25 |
You can only see non-living things (all living things are invisible to you) |
Your eyes turn white with a subtle glow |
You gain the ability to look through walls for 1 hour |
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26 |
A 30-foot cube hypnotic pattern appears with you at the centre. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage. |
You start to get extremely drowsy and have small narcoleptic flare-ups. Basically, you fall asleep randomly. (no mechanical punishments, just RP) |
You IMMEDIATELY gain the effects of a long rest and future long rests and short rests require half the amount of time as normal |
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27 |
Loose 2 (or more) in a Primary Ability Score but gain 2 from a Secondary |
Gain a +1 to one ability score and a -1 to another (DM choice) |
Gain +2 (or more) in a Primary Ability Score but loose 2 from a Secondary |
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28 |
You gain the ability to fly, but once you are higher than 30ft above ground (over a large fall) you lose the ability to fly |
You can levitate up to 10ft high, but no farther and your move speed is 10 |
You gain a fly speed of 30 |
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29 |
You shrink by one size category (You are under the spell effect “Reduce”) |
You grow noticeably taller or shorter (DM choice) |
You grow to one size category larger (the Enlarge Spell effect) |
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30 |
You gain over 100lbs and your movement speed is halved |
You must move at full speed any time you move anywhere (always sprinting) |
You MS doubles and you can dash as a Bonus Action |
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31 |
Subtract -2 Str Modifier |
Your muscles swell and grow/ look FAR more defined |
Add +2 Str Modifier |
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32 |
Subtract -2 Dex Modifier |
“Clumsy” constantly tripping/ dropping things |
Add +2 Dex Modifier |
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33 |
Subtract -2 Con Modifier |
Everything Hurts when it touches you |
Add +2 Con Modifier |
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34 |
Subtract -2 Int Modifier |
You can no longer read/ write/ do math or even count |
Add +2 Int Modifier |
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35 |
Subtract -2 Wis Modifier |
You believe most anything you’re told |
Add +2 Wis Modifier |
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36 |
Subtract -2 Char Modifier |
You become more attractive and better with your words |
Add +2 Char Modifier |
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Evocation |
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37 |
Fireball Spell Explodes centred on self: 20ft radius Dex ST |
Any flammable item you touch, that you aren’t already wearing or carrying, bursts into flame. |
A large ball of fire (Delayed Blast Fireball) is at your control similar to Flame Sphere, You can move it 20st per round and detonate it on command |
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38 |
You stand at the centre a circular wall of fire with a radius of 15 feet. Any creature in any of the spaces covered by this fire must make a Dexterity saving throw or take fire damage |
You catch on Fire, burning each round for 1d4 damage |
You can control a fire aura you can turn on or off dealing 1d4 fire damage within 5ft of you, and are resistant to fire damage now |
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39 |
All creatures within 30ft of you make a Str ST and get pulled towards you OR pushed away from you (whichever would be WORSE) |
A gentle gust of wind blows outward from you. All creatures within 40 feet of you can feel it, but it otherwise does nothing. |
All creatures within 30ft of you make a Str ST and get pulled towards you OR pushed away from you (whichever would be WORSE) |
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40 |
A loud boom emanates from you. All creatures within 15 feet take 2d8 thunder damage and must make a Constitution saving throw against your spell save DC or be deafened |
Any creature you touch takes 2d6 lightning damage (the DM could have you make a melee spell attack if needed) |
You can cast Call Lightning for Free as an Action |
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41 |
Every time you touch an organic creature you make a Str ST or YOU fly backwards 30ft |
You gain the ability to cast mage hand with just your thoughts |
The next creature you touch/attack/ cast a spell on flies back 30+ feet |
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42 |
At your location, a Delayed Blast Fireball Starts forming and erupts in 1d4 rounds |
At the start of your next turn, there is a burst of flames and creatures within 10 ft of you take 1d6 fire damage |
You can now permanently cast burning Hands but must learn to control it (Charisma saving throw to try and control it |
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43 |
You uncontrollably levitate upwards. Lightning shoots out of you to the 3 closest targets for 3d10 damage |
You start to uncontrollably levitate upwards (this could be bad) |
You can cast levitate on yourself at will, but it only lasts 30 seconds |
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44 |
Blinding light flashes from you in a 60ft radius (Con ST or blind) You are now vulnerable to Radiant damage |
You glow with light out 60ft from you |
Light glows out 60ft from you that you can activate/ deactivate, and you can cast the Daylight spell at will |
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45 |
You are the centre of a circle of death spell (only 4d6) and a cloud of magical darkness is left behind |
All light sources within 60’ radius extinguished |
You gain magical dark vision and can cast Darkness as an Action |
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46 |
The Earthquake spell triggers centred around you and you can control sections of earth that are not effected. |
Your feet constantly sink into the ground |
You can control earth and stone within 10ft of you |
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47 |
You stand at the centre of a circular wall of force with a radius of 15 feet. Any creature in any of the spaces covered by this wall must make a Dexterity saving throw or take force damage. |
You and all creatures within 30 feet of you gain vulnerability to force damage Anytime you attack a single magic missiles hits a random target |
You gain control of a small wall of force that you can move around as a bonus action 30ft at a time, the Wall is 10ft tall and 10ft wide (or more) |
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48 |
2 Magic Missiles fire at each of your party members |
Every so often a magic missile fires off at one of your party members every time ____ happens (ex. They get within 20ft of each other) |
3 Magic Missiles fire off at each enemy within 120ft |
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49 |
Everything within 20ft pulled 10ft toward caster |
All creatures within 20 feet of you must make a Strength saving throw or be knocked prone. |
All hostile creatures make a Str ST or fly back 30ft and take massive force damage |
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50 |
(DM selects a target) You make a Strength saving throw and fly towards the target. You do not take damage on a fail but still get thrown towards the target |
(DM Selects a target) You are “magnetically” drawn towards this target. Gain 5 MS running towards them and lose 5 MS moving away from them |
You gain the ability of telekinesis as an action but only to pull things towards you |
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Conjuration |
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51 |
Oil pours off of you leaving a trail and residue everywhere and gives off an odor |
Puddle of grease 10ft AoE Dex ST or Prone |
You can cast the grease spell at will now as an action |
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52 |
Teleport to an alternate plane of existence |
Teleport for a few seconds to places that could be helpful or hurtful (DM choice) |
You can now Teleport to a place you have been (1 use?) |
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53 |
You are in the Border Ethereal near the location you were last in. (Or Blink Spell) |
For the next minute, you are in the Border Ethereal near the location you were last in (uncontrollable blink spell) |
You gain the ability to cast the Blink spell as a bonus action |
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54 |
A duplicate of yourself spawns into existence and instantly starts to run away and cause problems for the user |
A duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots it uses applies to you as well. |
You gain control of a duplicate that you can summon once per day (has 1 HP) It looks like you and follows your orders |
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55 |
Magic item in your possession becomes mundane (temporarily?) |
Mundane Item on your person gets duplicated (might not notice anything but swirl of magic fly into their inventory) |
A Mundane or Magic item gets duplicated |
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56 |
You are at the center of a darkness spell that moves with you |
You are at the center of a fog spell that moves with you |
You can turn into a Gaseous Form as a Bonus Action with a fly speed of 30 |
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57 |
An unseen servant that appears and disappears that is constantly plotting against you and trying to sabotage you |
A small illusory dog spawns and is at the command of the user (can talk but only like a small child) |
You gain the use of an unseen servant that comes and goes when called upon |
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58 |
You keep uncontrollably teleporting into things/ off of things/ into dangerous things |
Every once and a while you teleport 10ft into the air and free fall... taking 1d6 damage |
You can freely cast Misty Step for free as a Bonus Action |
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Enchantment |
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59 |
Under effect of Dominate Person (attacking everything in sight) |
Feel extreme anger/ hatred/ rage |
Gain the Barbarian Rage feature |
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60 |
You are frightened by the nearest creature until succeeding on a Wis ST |
You are afraid of a random ally, feel scared/ paranoid |
You gain the Frightful Presence Ability “aura” |
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61 |
You forget everything that happened within the last 24 hours |
You suffer the effects if Modify Memory (DM adds, takes away, or changes a memory |
You gain the effects of the Mind Blank spell |
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62 |
You have a FULL case of amnesia and forget everything (except your class mechanics) |
You forget who one of your party members are temporarily |
You gain the ability to control the memory of others with a Wis ST as an Action (modify memory) |
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63 |
A demon equal to your level appears near you. It makes a Charisma saving throw. If it fails, the demon is subservient, otherwise, it is hostile |
An imp appears and makes a Charisma saving throw. If it fails, the imp is subservient, otherwise, it is hostile |
A Succubus/ Incubus appears from the Outer Planes and you can make a pact with it to do your bidding, the better the deal, the more they will do |
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64 |
You are now under the effects of the confusion spell |
You get confused very easily now and have to be told everything 2-3 times before it makes sense (RP effects only) |
You can look creatures in the eye and cast confusion. You must be within 15ft and in front/ looking at you |
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65 |
(Don’t tell PC how this works) Every creature within 60 feet of you that hears you speak only hears insults as if you are casting vicious mockery at first level. |
You can now only say EITHER very hurtful things, or very kind things (Super MEAN / Super NICE) |
(Don’t tell PC how this works) Every time you speak to anyone they receive the bless/ guidance buff and can add 1d4 to the next thing they do |
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66 |
You must now speak in an accent/ pig latin/ rhyme/ sing (DM choose one) or take 4d6 psychic damage |
Everything you say now must rhyme. If it doesn’t, you take 1d6 psychic damage. |
If spoken in a rhyme or sang you have ADV on the next thing you do that the rhyme/ song was about |
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67 |
You can only speak the phrases of others around you (like a kenku) if you need to cast a spell with verbal, someone else around you must speak it first, so you can too after |
Every so often you MUST repeat phrases of others around you (like a parrot) |
As an action you can suggest an action for a creature to do over and over again (like command spell, but on repeat) They make a Wis ST |
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68 |
You HAVE to lie: You can NOT tell the truth |
You feel compelled to insult everyone you come in contact with. Not doing this makes you suffer 2d4 psychic damage |
Every time you compliment someone… they heal for 1d4 |
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Divination |
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69 |
Gain the influence of an evil patron |
Gain the influence of a neutral patron |
Gain the influence of a good patron |
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70 |
Take 1d8 damage if you do anything “evil” or lie |
Your touch automatically casts light on creatures |
Can Imbue items with 1d8 radiant energy that heals or harms |
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71 |
You completely believe everything you hear |
You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. |
You can immediately tell when anyone is lying |
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72 |
You can now only see through the ally who is nearest to you |
A third eye appears in your forehead, giving you advantage on sight-based Wisdom (Perception) |
A third eye appears on your forehead giving you the ability to scry from a location you can see |
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73 |
You temporarily forget how to speak Common |
You can understand all languages temporarily |
You permanently learn one relevant language |
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74 |
You go back in time (DM chooses a length of time). You disappear from the rest of the party for between 6 seconds - 1 min, then reappear in the same spot… careful what you do |
You get a vision from the past or future (DM story discretion) |
You go forwards in time (DM chooses a length of time). You disappear from the rest of the party for between 6 seconds - 1 min, then reappear in the same spot…what will you learn? |
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75 |
You get a glimpse of the future and see into the future of what is currently happening |
You get a glimpse of the past and see into the past towards something important |
You teleport back in time to a place of great importance to you… careful what you do |
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76 |
An item on your person becomes cursed with a sentient demon |
You start to hear voices from one of the items on your person… and think its sentient (DM secret… it’s not) |
One randomly chosen item in your inventory becomes sentient |
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77 |
The Player unknowingly has a WISH spell… but a BAD kind… that ONLY manifests itself as a players worst fear/ something that would be BAD if it happened. Can happen instantly or “when the time is right” |
A surge of energy flows through your body and makes your eyes have a subtle glow to them. “Magical Possibilities” (DM have something special happen based on the players wants and desires instantly or in the future, then eye glow stops) |
The Player unknowingly has control over a WISH spell. The next thing they want to happen, does. (DM Note: DO NOT TELL THEM, just describe a SURGE and that’s all… wait for them to naturally say something in character) |
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78 |
You are blind during the day |
You gain darkvision or an improved darkvision |
You can now see invisible creatures |
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79 |
If you tell the truth you take heavy psychic damage |
Every time you lie your eyes glow a golden yellow |
You can cast the Zone of Truth spell at will |
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80 |
You get a vision of yourself buying (made up by DM) make a Wis ST or be under the frightened condition |
You have a vision of an important story element key info |
You have a vision of what the BBEG is doing right now |
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81 |
You have an invisible mage hand that does nothing but steal/ pull pranks on those around you (making your look guilty for it) |
You gain the service of an unseen servant |
You gain the service of a 2nd-level spiritual weapon (can talk or not) |
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82 |
You have a momentary vision of your own death. You are under the frightened condition until you succeed at a WIS saving throw |
You get a strong sense that you can tell the future… but you cant (DM can either lie tothe player and give false over the top visions, or let them RP it) |
If you touch a creature you can get a vision of how they might die |
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83 |
You can now ONLY see invisible creatures |
You gain control of an arcane eye (floating ball of magic) but you can ONLY see thought it, and your eyes are blind |
You now have True Sight |
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Necromancy |
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84 |
You draw in health from allies around you. Targets of this effect make a Con ST or you drain 2 hit die (or deal Necrotic damage) from each within 60ft… You like this feeling and want more… |
Every creature within 15 feet of you takes 2 necrotic damage. If you are wounded (below 1/2 health) you regain hit points equal to half the amount of damage dealt |
You gain the ability to trigger the use of other allies hit dice onto other targets (siphon life from one target to another within 30ft) |
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85 |
Roll a hit dice and LOSE that much total HP maximum |
You are cured / have the ability to cure one disease/ poison OR gain one disease/ poison. (DM Choice) |
Roll your hit die and gain that much max HP |
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86 |
You bubble in one death saving throw Fail permanently |
Make a Death Saving throw, permanently bubble in the result |
You bubble in one death saving throw Success permanently |
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87 |
All food you touch becomes poisoned (find creative solution to eat food) |
All food and drink within 30 feet of you is purified |
You can permanently detect poison and disease |
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88 |
Next target you kill comes back from the dead with a life long vengeance to hunt you down and kill you |
The next target that dies in the next minute, is a ghost that haunts the caster |
Next creature that falls unconscious (or dies) you can bring back with just a touch and heal up to your own level in hit points as well |
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89 |
You immediately drop to 0 hit points. |
You must touch an ally every 1 minute or fall unconscious. An ally touching you brings you back to consciousness at 1 HP |
You Immediately heal to full health and gain the lay on hands feature with (level appropriate charges) |
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90 |
(DM chooses target) You are voodoo bound to this target, anything that happens to them (damage and effects) happens to you too |
(DM chooses target) You now must act like and be like that person, doing everything they do |
Your soul is bound to (DM chooses the target) you can now cast spells through them and use each others hit die |
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91 |
During stressful situations (DM discretion) you take 1d6 necrotic damage every round, slowly dying |
You constantly heal for 1 HP every 6 seconds |
Energy surges out of you, healing all allies within 30ft |
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Abjuration |
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92 |
You are a magnet of all projectiles, any projectile within 20ft of you gets redirected to you as the new target |
You immediately gain 20 temporary hit points shield |
All your allies within 30 feet of you gain Temp HP (5-20 ) |
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93 |
You are at the centre of a 10-foot radius anti-magic field that negates all magic up to ___ level (DM choose) |
Magic cast around you starts to fade and act strange/ malfunction/ wear off faster |
You can now negate magic effects around you (gain the ability to cast Counter Spell and Dispel magic for free within 30ft of you) |
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94 |
At the most random and inopportune times, magic surges from you and you create force fields around things (could be yourself/ creatures/ objects) |
You are now trapped inside a magical dome of a material or force. How can you get out? (DM puzzle) |
You can now freely cast Shield as a Reaction |
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Illusion |
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95 |
A flock of small magical creatures surround and harass you in various ways (birds/ squirrels) |
You gain the ability to speak with animals |
You gain the service of a phantasmal steed/ animal companion |
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96 |
Become a beacon of light with beams of light shooting out of your body in all directions all the way into the skies |
Become the source of “daylight” |
Turn Invisible |
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97 |
Plants grow around you and you are restrained by them |
Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. |
You cast mirror image on yourself and it does not require concentration. |
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98 |
You can only speak ____ (DM language choice) |
The next thing you touch creates an illusion of your mouth on it that you can only speak from now (your own mouth creates no sounds, you ONLY speak from this thing now) |
You can throw your voice to have it magically come from anywhere you can see. AND you can have creatures make a Wis ST to be able to force them to say what you want |
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99 |
You have an aura of 10ft Silence spell around you, and nobody within can cast spells with verbal components |
You make no sounds of any kind: footsteps or verbal |
You can go invisible at will as a bonus action |
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100 |
Nothing happens... yet. The DM secretly rolls on this table again but only rolls the d100 and takes a BAD result. The DM then triggers this effect at a very bad time for the target |
Nothing happens... yet. The DM secretly rolls on this table again and chooses when to trigger the effect they rolled (good/ bad/ funny timing) |
Nothing happens... yet. The DM secretly rolls on this table again but only rolls the d100 and takes a GOOD result. The DM then triggers this effect at a very good time for the target |
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Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
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 then regain the use of this feature.
Bend Magic
Starting at 6th level, For the next minute after you make a surge check, anytime magic is used within 120 feet of you (spells, magic items, anything the DM considers “magic”) a Wild Magic Surge is triggered. Any surges you trigger during this time are considered good or work in your favour. As soon as a wild surge occurs you snap out of it and the Bending Magic is over.
Controlled Chaos
At 14th level, You start to gain some control over the Wild Magic within you. Whenever you trigger a wild magic surge, the d20 you roll for Bad, Neutral, Good can only be “Bad” on a result of a 1. If you roll 2, 3, 4 or 5 it is now considered to be Neutral.
Additionally, anytime you cast a spell you can spend a Sorcery Point to prevent you from rolling a “Surge Check”.
Sorcery Surge
Beginning at 18th level, Whenever you cast a spell that triggers a wild magic surge you are able to spend additional sorcery points for free. You can spend up to 3 sorcery points on the spell you cast or on the wild magic surge effect (if it’s possible/ the DM allows it).