Base Class: Sorcerer
The spark of magic embedded within you existed before time itself, the wild force of creation, a chaos that consumed many before you--and will, in time, consume you. This is an old magic, a raw and unrefined catalyst for powers that cannot be controlled, powers which recoil in wrath at the very attempt to control them. You may spend your whole life trying to tame these forces, but against a power this old and mighty and arcane, there is no victory.
You might have endured exposure to some form of Wild Magic as a child, passed to you like a disease from a traveling outcast. Perhaps your ancestral bloodline is somehow connected to one of the Primordials from ages past, and only occasionally does this ancient gift and curse manifest itself within a member of your family. However it came to be, this chaotic magic does not lurk in your bloodline waiting for a master. It waits for a victim.
Level 1: Wild Magic Surge
Whenever you cast a spell, roll 1d20. Subtract 1 from the result for each Surge counter on your character sheet. Subtract 1 from the result if the spell's level is higher than 3. On a 1, remove all Surge counters from your character sheet and roll D100 on the Wild Magic Surge Table. On a 2-20, add one Surge counter to your character sheet, or two if the spell was not a Sorcerer spell.
Each time you roll a 1, the die used to roll for Wild Magic Surge degrades: D20-->D12-->D10-->D8-->D6-->D4-->D3. When you long rest, the die used to roll for Wild Magic Surge recovers by one level: D3-->D4-->D6-->D8-->D10-->D12-->D20.
When you roll a 1 on a d3 for Wild Magic Surge, the die used to roll for Wild Magic Surge resets to D20, reflecting the fact that a great buildup of wild and chaotic energy has been released.
If at any point the number of Surge counters equals the highest number on the die currently being used to roll for Wild Magic Surge, you automatically experience a Wild Magic Surge and roll D100 on the Wild Magic Surge table.
Level 1: Wild Charge
Your power gives you a somewhat limited control over the chaos of creation. When you finish a long rest, roll two d8 and record the numbers rolled. You can spend a Sorcery Point to add 1d4 damage of either type to all your spell attacks for a period of one hour. Whenever you make a spell attack with this added damage, roll D20 for Wild Magic Surge.
|
d8 |
Damage Types |
|
d1 |
Acid |
|
d2 |
Cold |
|
d3 |
Fire |
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d4 |
Force |
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d5 |
Lightning |
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d6 |
Poison |
|
d7 |
Psychic |
|
d8 |
Thunder |
Level 1: Tides of Chaos
Starting at 1st level, you can add a Surge counter to your character sheet to manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. This ability has one charge and recharges on Long Rest and whenever you roll on the Wild Magic Surge Table.
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.
Level 1: Wild Magic Spike
The chaotic energy emanated by your wild magic around you is fairly harmless until you choose to harness it. When a creature you can see moves into a space within 20 feet of you or starts its turn there, you can use your reaction to have each creature within 20 feet of you, including you, roll 1d6. Friendly creatures take half damage, all others take full damage. Choose one of the d8s from your Wild Charge feature. The number you rolled on that die determines the damage type. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th. You can use this feature once per Long Rest without penalty. You can roll D100 on the Wild Magic Charge table with disadvantage (DM chooses worse result) to use it additional times.
Level 1: Minor Wild Spells
You learn additional spells when you reach certain levels in this class. The spells count as Sorcerer spells, but do not count against the number of Sorcerer spells you know. These spells can’t be replaced. When you cast a Wild Spell, add a Surge counter to your character sheet and then roll on the Wild Magic Surge table. At level 1, you learn Chaotic Bolt, Hellish Rebuke, and Wild Magic Blast.
Level 1: Unstable Arcana
This feature does not take effect until your second Sorcerer level. You gain a limited ability to manipulate the chaos of your wild magic to gain Advantage on one saving throw by adding a Surge counter to your character sheet and then rolling D20 for Wild Magic Surge. This ability recharges on your next Long Rest. You can also recharge this ability once per Long Rest by adding a Surge counter to your character sheet, rolling D100 on the Wild Magic Surge table with disadvantage (DM chooses worse result), and then rolling D20 for Wild Magic Surge.
Level 1: Lesser Wild Spells
You learn additional spells when you reach certain levels in this class. The spells count as Sorcerer spells, but do not count against the number of Sorcerer spells you know. These spells can’t be replaced. When you cast a Wild Spell, add a Surge counter to your character sheet and then roll on the Wild Magic Surge table. When you reach your third Sorcerer level, you learn Chaotic Orb, Pyrotechnics, and Mirror Image.
Level 1: Wild Wards
This feature does not take effect until your fourth Sorcerer level. You can spend 1 sorcery point to gain resistance to one of the damage types represented by your currently rolled d8s from your Wild Charge feature for 1 hour. If you do, you receive double damage from the damage type represented by your other Wild Charge d8 for the same duration.
Level 1: Unstable Disruptions
This feature does not take effect until your fifth Sorcerer level. You learn Counterspell and Dispel Magic. They are always prepared and count as Sorcery spells, but do not count against the number of Sorcerer spells you know. You also learn the Unstable Disruption cantrip. All three count as Wild Spells: When you cast a Wild Spell, add a Surge counter to your character sheet and then roll on the Wild Magic Surge table.
Whenever you or any creature within 30 feet of you casts Counterspell or Dispel Magic, that creature rolls 1d20. On a 1-3, Counterspell/Dispel Magic has no effect and the creature takes takes 2dX Force damage, where dX is your current hit die. On a 4, Counterspell/Dispel Magic has no effect. On a 5-17, Counterspell/Dispel Magic works as normal. On a 18-19, Counterspell/Dispel Magic works as normal and the casting creature rolls D100 on the Wild Magic Surge table. On a 20, Counterspell/Dispel Magic works as normal and does not use a spell slot.
Level 6: Bend Luck
You have the ability to twist fate using your wild magic. Immediately after you roll d20 or another creature you can see rolls d20 for any reason, you can use a Reaction to expend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
Level 6: Uncertain Visions
Your exposure to wild magics and chaotic energies has given you a limited ability to see events before they happen--but meddling with the future can come at a cost. After each Long Rest, you can choose to add two Surge counters to your character sheet and roll 1d4, 1d6, 1d8, 1d10, 1d12, and 1d20. Roll for Wild Magic Surge as if you had cast a spell. The results are your Uncertain Divination rolls. Roll 1d6: the result is either the number of Uncertain Divination rolls you keep (the remainder going to the DM) or the number you give to the DM (keeping the remainder) (you choose which.) The rolls expire when you take a Long Rest. You (or the DM) may substitute Uncertain Divination rolls for any other roll made by a die of the same type.
Level 6: Erratic Discharge
This feature does not take effect until you reach your eighth Sorcerer level. When you are forced to do a saving throw, or another creature that you can see within 60 feet of you is forced to do a saving throw, because of a spell effect, you can use your reaction and spend 3 sorcery points to change the saving throw from one ability score to another of your choice. Add a Surge counter to your character sheet if you do. You can use this ability once per Long Rest.
Level 6: Greater Wild Spells
You learn additional spells when you reach certain levels in this class. The spells count as Sorcerer spells, but do not count against the number of Sorcerer spells you know. These spells can’t be replaced. When you cast a Wild Spell, add a Surge counter to your character sheet and then roll on the Wild Magic Surge table. When you reach your seventh Sorcerer level, you learn Chaosphere, Confusion, and Polymorph.
Level 6: Major Wild Spells
You learn additional spells when you reach certain levels in this class. The spells count as Sorcerer spells, but do not count against the number of Sorcerer spells you know. These spells can’t be replaced. When you cast a Wild Spell, add a Surge counter to your character sheet and then roll on the Wild Magic Surge table. When you reach your ninth Sorcerer level, you learn Chaostorm, Chaotic Wave, and Far Step.
Level 6: Unstable Warp
This feature does not take effect until your tenth Sorcerer level. You have learned to use your magic to warp reality to a small extent. Once per Short Rest, as a bonus action, you can choose a direction and teleport 6d8 feet in that direction. You must teleport the full amount. If this would result in you materializing in another object or creature, the DM decides how that works out.
Level 6: Controlled Chaos
This feature does not take effect until your twelfth Sorcerer level. You gain a modicum of control over the surges of your wild magic. Once per Long Rest, if you are about to roll on the Wild Magic Surge table, you can choose to do so with advantage. If you do, the next time you roll on the Wild Magic Surge table, you do so with disadvantage (DM chooses worse result.)
Level 14: Wild Magic Field
Once per Long Rest, you can spend 4 sorcery points and add one Surge counter to your character sheet as a bonus action to release the raw magical energy inside you, creating an aura of wild primordial magic centered on you. Whenever a creature within 30 feet of you attempts to cast a spell of 1st level or higher they must roll a d4 to determine a random effect:
On a 1, the spell backfires at the caster, the spell fails and it deals 1d10 force damage per level of spell.
On a 2, the spell targets one additional random creature within the spells range.
One a 3, the spell is empowered dealing extra 3d10 force damage.
One a 4, the caster must roll on the Wild Magic Surge table to create a random effect.
This aura affects you, but you can choose to ignore the result of the roll by adding a Surge counter to your character sheet. Additionally, once per combat when another creature within 30 feet of you rolls for a random effect of this feature, you can choose the outcome of the roll.
The aura lasts until whichever of the following occurs first: your next Long Rest; your next Short Rest; you are incapacitated; you die; you use a Bonus Action, add five Surge counters to your character sheet, and take 1d6 Force damage to dismiss the aura.
Level 14: Unstable Bombardment
This feature does not take effect until your 16th Sorcerer level. When you roll damage for a spell and roll the highest number possible on any of the dice, roll each of those dice again and add the rolls to the damage. When you roll damage for a spell and roll the lowest number possible on any of the dice, spend a sorcery point or roll each of those dice again and subtract the rolls from the damage.
Level 18: Tamed Surge
Once per Long Rest, immediately after you cast a spell, instead of rolling on the Wild Magic Surge table, you can choose any result from that table except the final row. If you do, add one Surge counter to your Character sheet.
Level 18: Magic to Make the Sanest Man Go Mad
This feature does not take effect until your twentieth Sorcerer level. The beast of chaos within you cannot be tamed, but it can be brought to heel. At long last, you have been able to render the unstable almost stable, the chaotic almost ordered, the wild nearly controlled. A strange victory is yours. How long can you forestall the strange defeat?
Replace all your existing class features with Madness versions.
Fraying Ends of Sanity. The power of wild magic can only be wielded for so long before claiming its price. Whenever you recharge an ability granted by Magic to Make the Sanest Man Go Mad by taking a Short Rest, add an Ending counter to your character sheet (and a Chaos counter if you have the Tempest-Tossed background.) After each Long Rest, roll 1d100, subtracting 1 from the result for each Ending counter on your character sheet. On a 1, remove all Ending counters and one of the following occurs (DM's choice): you go insane in a manner defined by the DM; you are immediately teleported to another world and/or plane; you die.
Level 1: Wild Magic Surge Table
01-04 Roll on this table and add a Surge counter to your character sheet at the start of each of your turns for the next minute. If you roll this result on subsequent rolls, add an additional Surge counter to your character sheet.
05-08 You cast Fireball as a 3rd-level spell centered on yourself.
09 You cast Magic Missile as a 5th-level spell.
10-14 Roll 1d20 on the Lost Items table from the Digging in the Crates feat.
15-16 For the next minute, you can take an additional Bonus Action each turn.
17 For the next minute, you regain 5 hit points at the start of each of your turns.
18 Choose a direction. You teleport up to 60 feet in that direction to an unoccupied space of the DM's choice.
19 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
20 Your hair falls out but grows back within 24 hours.
21-22 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect:
1: You are surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear.
2: Your size permanently increases by one size category.
3: You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish.
4: You must shout when you speak.
5: Illusory butterflies flutter in the air within 10 feet of you.
6: An eye appears on your forehead, granting you Advantage on Perception checks.
7: Pink bubbles float out of your mouth whenever you speak.
8: Your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
23 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
24-25 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
26 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.
27-30 Maximize the damage of the next damaging spell you cast within the next minute.
31 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
32 You cast Levitate on yourself.
33-35 You cast Fireball as a 5th-level spell centered on yourself.
36 You regain 2d10 hit points.
37 A random creature within 90 feet of you regains 2d10 hit points.
38 Roll 1d6 to determine the effect:
1: You regain 2d10 Hit Points.
2: One ally of your choice within 300 feet of you regains 2d10 Hit Points.
3: You regain your lowest-level expended spell slot.
4: One ally of your choice within 300 feet of you regains their lowest-level expended spell slot.
5: You regain all your expended Sorcery Points.
6: All the effects of 21-22 affect you simultaneously.
39-40 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
41 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
42-43 You can take one extra Action on this turn.
44-47 You cast a random spell. If the spell normally requires Concentration, it doesn't require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell:
1: Confusion (centered on yourself)
2: Fireball (centered on yourself)
3: Fog Cloud (centered on yourself)
4: Fly (cast on yourself)
5: Grease (centered on yourself)
6: Levitate (cast on yourself)
7: Magic Missile (cast as a level 5 spell)
8: Mirror Image
9: Polymorph (cast on yourself; if you fail the saving throw, you turn into a Goat)
10: See Invisibility
48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. The invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49-53 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
54 You regain your lowest-level expended spell slot.
55 You regain your highest-level expended spell slot.
56 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
57 You are immune to being intoxicated by alcohol for the next 5d6 days.
58 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
59 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
60 You cast Fog Cloud centered on yourself.
61-62 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
63-66 You are frightened by the nearest creature until the end of your next turn.
67 Each creature within 30 feet of you, including you, becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
68 You gain resistance to all damage for the next minute.
69-70 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
71 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
72-75 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
76 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
77-78 You can take one additional action immediately.
79-80 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
81 You cast Mirror Image.
82-83 You cast Fly on a random creature within 60 feet of you.
84 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
85 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
86 You are surrounded by faint, ethereal music for the next minute.
87 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
88 If you or anyone in your party dies within the next ten minutes, you immediately come back to life as if by the Reincarnate spell.
89 The next creature within 120 feet of you that dies immediately comes back to life as if by the Reincarnate spell.
90-96 Everyone in your party, including you, receives an amount of Force damage equal to their remaining hit points. Anyone in your party currently making death saving throws adds a failed death save, unless doing so would bring them to three failed death saves.
97-98 All creatures in combat, except you, receive an amount of Force damage equal to your remaining hit points. Anyone currently making death saving throws adds a successful death save, unless doing so would bring them to three successful death saves.
99-100 You regain all expended sorcery points.
Level 1: Wild Magic Surge Table - alternate version
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d20/d100 |
1-6 |
7-15 |
16-20 |
|
01-04 |
Roll on this table and add a Surge counter to your character sheet at the start of each of your turns for the next minute. If you roll this result on subsequent rolls, add an additional Surge counter to your character sheet. |
||
|
05-06 |
You cast Fireball as a 3rd-level spell centered on yourself. |
A puddle of grease appears where you are standing, with a 10-foot radius. You and anyone within 10 feet of you must make a Dexterity check at your spell save DC or fall prone. |
For the next day, your skin tone changes color at random every 30 minutes. |
|
07-08 |
You immediately lose one unspent sorcery point. |
You are confused for 1 minute, as though you were affected by the confusion spell. |
You cast Levitate on yourself. |
|
09 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of damage dealt. |
An eye appears on your forehead, granting you Advantage on Perception checks. |
Roll 1d20 on the Lost Items table from the Digging in the Crates feat. |
|
10 |
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. |
Maximize the damage of the next damaging spell you cast within the next minute. |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish. |
|
11 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. |
Pink bubbles float out of your mouth whenever you speak. |
|
12 |
You cast Magic Missile as a 5th-level spell. |
Your Intelligence is decreased by 2 for 1 day. |
You regain your highest-level expended spell slot. |
|
13 |
You are resistant to all damage types for 1 minute. |
For the next minute, you must shout when you speak. |
|
|
14-15 |
A random creature within 60 feet of you is poisoned for 1d4 hours. |
For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. |
Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. |
|
16-17 |
You cast Fireball as a 5th-level spell centered on yourself. |
You may immediately take 1 additional Action. |
You cast mirror image on yourself, which lasts for 1 minute and does not require concentration. |
|
18 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
You are surrounded by faint, ethereal music for 1 minute. |
|
|
19 |
You immediately gain 20 temporary hit points. |
You regain your lowest-level expended spell slot. |
|
|
20 |
Choose a direction. You teleport up to 60 feet in that direction to an unoccupied space of the DM's choice. |
If you fall within the next day, you automatically have the benefit of the feather fall spell. |
For the next day, any time you roll with Disdvantage, you must first roll twice with Advantage; these two results then comprise your Disadvantage roll. |
|
21 |
You are the center of a silence spell for 1 minute. |
You regain 1 expended spell slot of your choice. |
|
|
22 |
For 1 minute, creatures gain Advantage on attack rolls made against you. |
For the next spell you cast within 1 minute that does damage, the damage is minimized. |
One ally of your choice within 300 feet of you regains their lowest-level expended spell slot. |
|
23 |
For the next day, any time you make an ability check, roll 1d6 and subtract the result. |
You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to magic missile. |
You are invisible for 1 minute. |
|
24 |
For any spell that requires a saving throw you cast within the next minute, the target gains Advantage. |
For the next day, any time you roll with Advantage, you must first roll twice with Disadvantage; these two results then comprise your Advantage roll. |
|
|
25 |
The next single target spell you cast within the next minute must target one additional target. |
Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any Stealth check. |
|
|
26 |
A demon whose CR is equal to your level appears near you. Make a Charisma saving throw against your spell save DC. If you make it, the demon is subservient, otherwise, it is hostile. If it is subservient, it serves you permanently. If it is hostile and not banished or defeated, it vanishes after 1 day. |
You feel the incredible urge to relieve yourself. Until you do, your Strength and Intelligence are reduced by 1. If you don't relieve yourself in the next 2 minutes, the above effects are removed, but your Charisma score is reduced by 4 for 1 hour or until you change your trousers. |
|
|
27 |
For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting vicious mockery at first level. |
For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. |
Gnats buzz around your head for 1 minute, distracting you. You must make a Constitution saving throw against your own spell save DC to cast any spell. |
|
28 |
For the next day, any time you roll with Advantage or Disadvantage, you must first roll twice with Advantage; these two results then comprise your Advantage or Disadvantage roll. |
You are surrounded by a faint, offensive odor for 1 minute. You gain Disadvantage on all Charisma checks. |
|
|
29 |
For the next minute, all your spells with a casting time of 1 Action have a casting time of 1 Bonus Action. |
You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for 1 minute. |
For the next minute, all your spells with a casting time of 1 Action or 1 Bonus Action require 1 Action and 1 Bonus Action to cast. |
|
30 |
For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. |
You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. If you don't scratch it using a back scratcher or some similar device , you must succeed a Constitution saving throw against your spell save DC to cast a spell. |
|
|
31 |
For the next day, any time you roll with Advantage or Disadvantage, you must first roll twice with Disadvantage; these two results then comprise your Advantage or Disadvantage roll. |
||
|
32 |
All creatures within 60 feet of you, including you, regain 2d8 hit points. |
Your Intelligence is increased by 2 for 1 day. |
Your Charisma is increased by 2 for 1 minute. |
|
33 |
You transform into a marble statue of yourself for 1 minute, during which time you are considered petrified. |
You have Advantage on the next roll you make where you don't already have Advantage. |
An imp appears within 30 feet of you. Make a Charisma saving throw against your spell save DC. If you succeed it, the imp is subservient, otherwise, it is hostile. If the imp is subservient, it serves you permanently. If the imp is hostile and not banished or defeated, it vanishes after 1 day. |
|
34 |
You are immune to disease for 1 week. |
You gain a +2 bonus to your AC for 1 minute. |
Your eyes glow red for 1 minute. |
|
35 |
You immediately drop to 0 hit points. |
Every creature within 15 feet of you takes 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points. |
Your Constitution is increased by 2 for 1 minute. |
|
36 |
Choose 1 permanent effect that has happened to you or somebody else as a result of this table and remove it, even if it was beneficial. |
You add your proficiency bonus to all Charisma checks for the next hour, if you don't already add it. If you do, reroll. |
|
|
37-39 |
You gain a -2 penalty to your AC for 1 minute. |
You can hear exceptionally well for 1 minute, gaining Advantage for all Perception checks related to sound. |
|
|
40 |
You immediately take 1d10 radiant damage. |
Your Dexterity is increased by 2 for 1 day. |
Your Dexterity is increased by 2 for 1 minute. |
|
41-42 |
Your size permanently increases by one size category. |
You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. |
One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. |
|
43 |
3d6 random gems appear near you, worth 50gp each. |
Your Strength is decreased by 2 for 1 hour. |
Your Wisdom is increased by 2 for 1 minute. |
|
44 |
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. |
Your Dexterity is decreased by 2 for 1 hour. |
You immediately gain 10 temporary hit points. |
|
45 |
All creatures within 20 feet of you are knocked prone. |
3d6 gold pieces appear near you. |
3d6 silver pieces appear near you. |
|
46-47 |
For 2d6 days, you glow bright yellow. You have Disadvantage on Stealth checks and anyone trying to perceive you has Advantage on their Perception check. |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
|
48-49 |
For 2d6 hours, you have a faint pink glow. Anyone trying to perceive you has Advantage on their Perception check. |
You gain proficiency on all Strength checks for the next hour, if you don’t already have it. If you do, reroll. |
Your speed is increased by 10 feet for 1 minute. |
|
50 |
One randomly-chosen item in your possession is duplicated. |
You gain the ability to breathe water for 1 day. |
Your Intelligence is increased by 2 for 1 minute. |
|
51 |
You are at the center of a 10-foot radius antimagic field that negates all magic equal to or less than your level for 1 hour and does not require concentration. |
Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. If one is harvested and eaten within this time, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 5d6 poison damage. On successful one, it gains 5d6 temporary hit points. |
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|
52 |
Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a raven for 1 minute, as if by the polymorph spell. |
For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. |
One random gem worth 100gp appears near you. |
|
53 |
All of your hair permanently falls out. Only a spell such as remove curse can end this effect. |
You gain the ability to speak one new language of your choice. |
Your feet sink into the ground, making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast. |
|
54-55 |
A 30-foot cube hypnotic pattern appears with you at the center. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage. |
You permanently gain one 1st-level spell slot but forget one cantrip that you already know. A spell such as remove curse can end the latter effect. |
For the next minute, you have double vision. This gives you Disadvantage on ranged attacks (including spell attacks.) |
|
56-57 |
You permanently forget one cantrip. A spell such as remove curse can restore your memory. |
You immediately gain 15 temporary hit points. |
You are surrounded by a faint, pleasant odor. You gain Advantage on all Charisma checks you make within the next minute. |
|
58-60 |
You immediately take 2d10 psychic damage. |
You are at the center of a fog cloud spell which lasts for 1 minute. |
You gain darkvision with a radius of 60 feet for 1 minute. If you already have darkvision, you lose it for 1 minute. |
|
61 |
You transform into an iron statue of yourself for 1 minute, during which time you are considered petrified. |
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|
62 |
You permanently gain an additional spell slot of your highest level. |
Your Charisma is increased by 2 for 1 day. |
You gain +1 to your AC for one minute. |
|
63 |
If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. A spell such as remove curse can end the latter effect. |
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|
64 |
All creatures that can perceive you must make a Wisdom saving throw against your spell save DC or be frightened of you. |
For the next minute, any creature you touch takes 2d6 lightning damage. |
If you or anyone in your party dies within the next ten minutes, they immediately come back to life as if by the Reincarnate spell. |
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65 |
The next creature within 120 feet of you that dies immediately comes back to life as if by the Reincarnate spell. |
You are surrounded by a horrible, noxious odor for 1 minute. Anyone within 10 feet of you must make a Constitution saving throw or be stunned. |
For the next day, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage. |
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66 |
Everyone in your party, including you, receives an amount of Force damage equal to their remaining hit points. Anyone in your party currently making death saving throws adds a failed death save, unless doing so would bring them to three failed death saves. |
During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new roll’s result. |
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|
67 |
All creatures in combat, except you, receive an amount of Force damage equal to your remaining hit points. Anyone currently making death saving throws adds a successful death save, unless doing so would bring them to three successful death saves. |
Your Charisma is decreased by 2 for 1 hour. |
The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. |
|
68 |
You permanently gain one cantrip. A spell such as remove curse can end this effect. |
For the next hour, any time you make an ability check, roll 1d4 and subtract the result. |
You immediately take 2d4 psychic damage. |
|
69-70 |
All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any attack they make in the next minute. |
All allies within 20 feet of you heal up to 3d8 hit points. |
Your Wisdom is decreased by 2 for 1 hour. |
|
71 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
Your speed is increased by 10 feet for 1 day. |
You get a -1 penalty to your AC for 1 minute. |
|
72-73 |
Make a Constitution saving throw against your spell save DC. If you fail, you are stunned for 1 minute. |
You gain the ability to walk on water for 1 day. |
The next spell you cast within the hour, other than a spell of your highest spell level, uses a slot level one level higher than what it normally requires. If it is a cantrip, it requires a first-level spell slot. |
|
74 |
You transform into a stone statue of yourself for 1 minute, during which time you are considered petrified. |
One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. |
A bad joke comes to mind and until you tell it (which takes an entire Action), you suffer a Wisdom penalty of 1. |
|
75-76 |
You cast a random spell. If the spell normally requires Concentration, it doesn't require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: 1: Confusion (centered on yourself) 2: Fireball (centered on yourself) 3: Fog Cloud (centered on yourself) 4: Fly (cast on yourself) 5: Grease (centered on yourself) 6: Levitate (cast on yourself) 7: Magic Missile (cast as a level 5 spell) 8: Mirror Image 9: Polymorph (cast on yourself; if you fail the saving throw, you turn into a Goat) 10: See Invisibility |
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|
77-79 |
Permanently increase one ability score of your choice by 1 point. |
Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. A spell such as remove curse can end this effect. |
Permanently decrease one ability score of your choice by 1 point. A spell such as remove curse can end this effect. |
|
80 |
For the next hour, any time you make an ability check, roll 1d8 and subtract the result. |
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. |
You gain proficiency in Wisdom checks for the next hour, if you don’t already have it. If you do, reroll. |
|
81 |
For the next minute, you can take an additional Bonus Action each turn. |
For the next minute, you gain resistance to poison and psychic damage. |
For the next hour, any time you make an ability check, roll 1d4 and add the result. |
|
82 |
For the next day, you gain proficiency in all skills that you are not already proficient in. |
For the next hour, any time you make an ability check, roll 1d6 and add the result. |
Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
83 |
For the next day, you lose proficiency in all skills. |
You immediately heal 2d10 hit points. |
Your Strength is increased by 2 for 1 minute. |
|
84 |
Your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell. |
You gain proficiency on all Intelligence checks for the next hour, if you don’t already have it. If you do, reroll. |
One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. |
|
85-89 |
Roll two additional times on this table. Both effects will apply. |
You immediately take 2d6 psychic damage. |
|
|
90 |
All creatures within 30 feet of you must make a Wisdom saving throw. Any creature immune to magical sleep automatically succeeds on its saving throw. Those that fail fall asleep for 1d6 minutes. |
Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your Dexterity is reduced by 1 and your speed is reduced by 5 feet. |
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|
91 |
The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. |
For the next minute, you are unable to cast any spell that causes damage of any type. |
You permanently gain two spell slots at your second-highest level. |
|
92 |
You jump forward in time exactly 1 minute, for 1 minute. From the perspective of everyone else, you cease to exist during that time. |
A random creature within 90 feet of you regains 2d10 hit points. |
Your fingers become sore for 1 hour. During this time, you must succeed on a Dexterity saving throw against your spell save DC to cast a spell with a somatic component. |
|
93 |
All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. |
You feel extremely nauseated. Make a Constitution saving throw against your spell save DC. If you fail, you must spend your next Action throwing up. |
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|
94 |
All spells you cast within the next minute automatically fail. |
Your Constitution is decreased by 2 for 1 hour. |
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|
95-100 |
You regain all your expended spell slots and sorcery points. |
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/25/2025 5:30:36 AM
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5
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1
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Coming Soon
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