You gain the Luck of the Feyblood.
Once you've used at least one Luck Point, if you cast a spell with a spell slot before you've finished a Long Rest. You automatically roll on the Feyblood Wild Magic table. Also, the DM can have you roll on the Feyblood Wild Magic table at anytime.
After rolling on the Feyblood Wild Magic table, you regain one Luck Point.
Feyblood Wild Magic Table (1d100)
| Roll | Effect |
|---|---|
| 01 | For 1 minute, you emanate a Wild Magic aura around you in a 30-foot radius. All creatures casting spells of 1st level or higher while in the radius must roll for Wild Magic. |
| 02 | Roll 1d100. On an even number, you become a mouse with fur of moss and a vine as a tail. On an uneven number, you become an Indigo Faerie Dragon. This lasts for 1d4 hours or until your form drops to 0 hit points. If in doubt, refer to the rules of Wild Shape. |
| 03 | A small bird delivers an envelope to you. The envelope contains a letter from an anonymous fan and a chocolate bar. |
| 04 | A pair of transparent, glass-like fairy wings appear on your back. You are under the effects of the Fly spell for the next 10 minutes. Every time you cast a spell, the wings flash with a light in a matching color. |
| 05 | A fashionable hat appears on your head. A trail of shimmery glitter remains after the hat and anyone wearing it. |
| 06 | Your arms are replaced with vines. You can't cast spells requiring somatic components or wield weapons. Your unarmed strikes are replaced by the Grasping Vine spell. This lasts for 10 minutes. |
| 07 | A small cupcake with a large burning candle appears in front of you. Attached is a note that reads, "Make a wish." |
| 08 | Clusters of Goodberries (as from the Goodberry spell) grow along your arms. A total of 2d10 + 4 berries appear until harvested or until 1 hour has passed. |
| 09 | A miniature cloud appears above your head. It constantly drizzles, follows you everywhere, and disappears after 1d6 hours. |
| 10 | You summon a confused Owlbear. After 10 minutes, there's a loud pop and it disappears. |
| 11 | A 5-by-30-foot table appears before you, piled high with your favorite food. |
| 12 | You instantly switch places with a random creature. Both of you disappear in a puff of pink smoke as the swap occurs. |
| 13 | For the next 24 hours, every time you enter a room, fanfare sounds and an illusory herald announces your arrival, addressing you as "Lord." |
| 14 | A blue cloud appears over your head and follows you for 1 hour, raining colorful confetti and sparkles on you. |
| 15 | A small lead figurine of you appears in midair and falls to the ground in the exact pose you were in when you cast the spell. Despite its size, it weighs as much as you. |
| 16 | Roll 1d100. On an even number, you summon a Pixie. On an uneven number, you summon a Sprite. The creature is friendly to you and your allies and disappears after 1 hour or when reduced to 0 hit points. |
| 17 | All doors and windows within a 120-foot radius slam shut. |
| 18 | 2d10 gold pieces fly from your hands toward the nearest creature. Each coin deals 1 bludgeoning damage, and the coins can be recovered afterward. |
| 19 | You are unable to lie or withhold information for the next hour. |
| 20 | You grow a beard of moss and leaves. It lasts for 2d4 hours or until you sneeze loudly. |
| 21 | You cast Tongues on yourself. |
| 22 | A pair of large rabbit ears replace your own for 1 hour. You have advantage on Perception checks that rely on hearing. |
| 23 | An egg appears on the ground beside you. If it breaks, a chicken hatches. If the chicken is reduced to 0 hit points, it transforms back into an identical egg. |
| 24 | Whenever you attempt to speak, bubbles emerge from your mouth instead. When popped, they produce loud opera music audible within 100 feet. This effect lasts for 2d10 minutes. |
| 25 | A tiny fairy appears beside you and immediately begins insulting you. The fairy is intangible and disappears after 10 minutes. |
| Roll | Effect |
|---|---|
| 26 | Your size is reduced to Tiny for the next 2d10 minutes. |
| 27 | The next person to physically touch you (or hit you with a weapon) takes 1d6 lightning damage. |
| 28 | Ethereal voices loudly compliment you every time you perform magic for the next 1d4 hours. |
| 29 | For 1 hour, objects around you whisper back everything you say. |
| 30 | You summon 1d4 Giant Toads who will protect you from anything for the next 2d10 minutes. The toads all want to be your favorite and will fight each other until only one remains. |
| 31 | A sweet old lady appears before you, kisses you on the forehead, and disappears. You regain 1 hit point. |
| 32 | An eye suddenly appears on the back of your neck. It lasts for 1 hour, and you can't be surprised during this time. |
| 33 | Posters randomly appear on vertical surfaces within a 1d10-mile radius. The posters display your face with an offensive nickname written beneath it. |
| 34 | A warm breeze embraces you. You regain 2d8 hit points. |
| 35 | For 1 hour, you can sense the presence of non-friendly creatures within a 120-foot radius. |
| 36 | You summon an anti-magic zone in a 10-foot radius centered on yourself. The zone follows you for 1 hour. |
| 37 | For the next minute, any creature that attacks you is randomly teleported to an unoccupied space 15 feet away from itself. |
| 38 | All creatures and structures within a 30-foot radius grow one size larger. |
| 39 | You develop a powerful random obsession, such as setting everything on fire, attacking people, collecting flowers, or something similar. The obsession lasts for 1 hour. |
| 40 | You cause an explosion of acid in a 20-foot radius centered on yourself. Every creature in the area (including you) must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d12 acid damage. On a successful save, it takes half as much damage. |
| 41 | A blooming rose meadow 20 feet in diameter grows beneath your feet. The meadow is difficult terrain. Whenever an enemy attacks you while standing on the meadow, the meadow attacks it with spiked stems (+0 to hit) that deal 1d6 piercing damage. |
| 42 | The next spell you cast disappears. You still expend the spell slot, and the DM determines when, where, and (if applicable) who the spell ultimately affects. |
| 43 | You begin to glow brightly for 1d4 hours, attracting the attention of all creatures within 60 feet. |
| 44 | Birds and critters seek you out to share the secrets they've gathered. You understand them, and they understand you, for the next hour. |
| 45 | The scent of lavender surrounds you. For 1 minute, any creature (including you) within 15 feet that drops to 0 hit points is automatically stabilized. |
| 46 | You become invisible, as though affected by the Invisibility spell. When the effect ends, your skin turns neon green for the next 24 hours. |
| 47 | Every creature you have interacted with during the last 24 hours suddenly remembers having enjoyed a wonderful tea party with you. |
| 48 | For the next hour, you leave a trail of flowers, fungi, and moss behind you. The trail remains for 2d4 hours. |
| 49 | For the next 24 hours, you attract nearby small animals and have advantage on Animal Handling checks. |
| 50 | You fall asleep for 1 hour. Only a kiss can awaken you from your slumber. Sleeping Beauty! |
| Roll | Effect |
|---|---|
| 51 | A sheep appears in every doorway within 120 feet of you. |
| 52 | You summon 1d4 Orange Faerie Dragons. They consider you and your allies friends and disappear after 1 hour. |
| 53 | For 1 hour, you can read the minds of all creatures within a 30-foot radius, but at the same time, all creatures within that radius can read your thoughts. |
| 54 | A large table appears, covered with a magnificent feast. Roll 1d100. On an even number, the food is poisonous. Any creature that eats it takes 4d8 poison damage and becomes poisoned until its next long rest. On an uneven number, a creature that eats the food gains 3d6 temporary hit points and becomes immune to the frightened condition until its next long rest. The table disappears after 1 hour. |
| 55 | The next merchant you buy from is charmed by your manners and gives you a discount. |
| 56 | You become convinced that every plant around you is laughing at you for the next 1d4 hours. |
| 57 | For 1 minute, all creatures within 30 feet gain vulnerability to a random damage type. Roll 1d6: 1. Acid, 2. Cold, 3. Fire, 4. Force, 5. Lightning, 6. Poison. |
| 58 | You become a Satyr for the next 1d4 days. All of your racial traits are replaced with those of the satyr race, except for your ability score increases. |
| 59 | Every creature carrying a rope within 60 feet must succeed on a DC 15 Dexterity saving throw or have its rope magically entangle it. |
| 60 | A swarm of ethereal butterflies surrounds and protects you for 10 minutes. During this time, melee attacks against you have disadvantage, but you have disadvantage on Stealth checks. |
| 61 | You cast Faerie Fire, centered on yourself. |
| 62 | Antlers sprout from your head. You gain a natural melee weapon that deals 1d8 piercing damage + your Charisma modifier. The antlers remain for 1d4 hours. |
| 63 | Your skin becomes as hard as stone. You gain resistance to all damage for 1 minute. This effect immediately ends if you move. |
| 64 | You summon an orchestra of spectral instruments. You and each of your allies gain one Bardic Inspiration (1d8). |
| 65 | You cast Hypnotic Pattern, centered on yourself. |
| 66 | Two potions you are carrying are transformed into deadly poisons that deal 3d8 poison damage instead of their normal effects. |
| 67 | You cast Polymorph on yourself. If you fail the saving throw, you are transformed into a sheep for the spell's duration. |
| 68 | Sunlight burns you for 2d6 radiant damage for every minute you remain exposed. This effect lasts for 10 minutes. |
| 69 | All creatures and unsecured objects within 60 feet begin levitating for 1d4 rounds. |
| 70 | You summon a Unicorn. It is controlled by the DM, seeks to root out evil, and disappears after 1 hour. |
| 71 | A tree 1d10 feet tall instantly grows beneath your feet. The tree bears 1d4 sparkling fruits, each of which triggers a Wild Magic Surge when eaten. |
| 72 | Make a Wisdom saving throw against your spell save DC or become paralyzed for 1 minute as painful memories of your magic overwhelm you. You may repeat the saving throw at the end of each of your turns, ending the effect on a success. |
| 73 | Every pastry, sweet, and cake within a 1-mile radius is magically teleported to you. |
| 74 | You encase yourself inside a sphere of glass. You roll around helplessly until the sphere takes 5 or more damage, at which point it shatters. |
| 75 | You immediately regain the spell slot used to cast the spell that triggered this Wild Magic Surge. |
| Roll | Effect |
|---|---|
| 76 | An extra finger grows on one of your hands. It can only be removed by the Remove Curse spell or by triggering this effect again. While you have the extra finger, you have advantage on Sleight of Hand checks and disadvantage on Persuasion checks. |
| 77 | A small four-leaf clover tattoo appears on your neck. Roll 2d20. For the next 24 hours, you may replace any d20 roll you make with one of the numbers rolled. Each number may only be used once. |
| 78 | You transform into a tree for 1 hour. In this form, you have 10 hit points, resistance to all damage except fire and necrotic, and vulnerability to fire and necrotic damage. You cannot move, speak, or cast spells. Refer to the rules for Wild Shape. |
| 79 | You briefly gain control over the Wild Magic. Roll three times on this table, rerolling this result if it appears again, then choose one of the rolled effects to occur. |
| 80 | You become cursed with lycanthropy. If this effect occurs again before the curse is removed, the curse instead ends immediately. |
| 81 | For 1d4 rounds, every non-flying creature within 60 feet gains a 30-foot flying speed, while every creature that already has a flying speed loses it. |
| 82 | Suction cups appear on your hands and feet. You are affected by the Spider Climb spell for the next hour. |
| 83 | All liquid water within 120 feet of you instantly evaporates. |
| 84 | A weapon of your choice within 30 feet becomes infused with elemental magic for 1 hour. Choose one damage type: acid, cold, fire, lightning, poison, or thunder. |
| 85 | If you attempt to sleep within the next 24 hours, a tiny shadow creature appears beside you and keeps you awake. It disappears whenever you awaken and returns each time you fall asleep again. |
| 86 | Your hair becomes a bird's nest. An angry bird takes up residence there for the next hour. |
| 87 | All walls within 120 feet that are less than 5 feet thick become translucent and intangible for 1 minute. They continue supporting anything above them. Any creature still inside a wall when the effect ends takes 1d12 bludgeoning damage and is pushed to the nearest unoccupied space. |
| 88 | Your skin becomes pearlescent. You gain resistance to fire and radiant damage for 1 hour. Additionally, you may cast Cure Wounds (1st level) once without expending a spell slot. |
| 89 | A kobold wearing a top hat and monocle appears beside you. The kobold is intelligent, polite, friendly, and acts on your initiative. As a bonus action, you may assign it simple tasks such as moving, hiding, or retrieving an item. If you are concentrating on a spell, you may instead have the kobold concentrate on it for you (provided it isn't already concentrating on another spell). The kobold refuses to directly harm anyone, insisting that it is a pacifist. It disappears after 10 minutes, leaving behind a note apologizing for its sudden departure. |
| 90 | Your teeth become sharp like a carnivore's. You gain a bite attack that deals 1d8 piercing damage + your Charisma modifier. Additionally, you can communicate with beasts. This effect lasts for 1 hour. |
| 91 | You shift to another plane of existence until the end of your next turn, then return to your previous space (or the nearest unoccupied space). Roll 1d4: 1. Astral Plane, 2. Feywild, 3. Ethereal Plane, 4. Shadowfell. |
| 92 | You cast Hallucinatory Terrain directly in front of yourself. |
| 93 | You and all of your equipment change size for 1d4 rounds. Roll 1d6: 1. Tiny, 2. Small, 3. Medium, 4. Large, 5. Huge, 6. Gargantuan. If there isn't enough room for your new size, you instead grow to the largest size the space can accommodate. |
| 94 | Roll 1d100. On an even number, you age 2d6 years. On an odd number, you become 2d6 years younger. This effect is permanent until removed by Greater Restoration, which restores your original age. |
| 95 | Every magic item within 240 feet becomes unstable, glowing with a dim iridescent light for 1 minute. Whenever an unstable item's magical effect is activated, its wielder must roll for Wild Magic. |
| 96 | You cast Barkskin on yourself. |
| 97 | For the next 1d4 days, whenever you wake up, you awaken at a random location within 1 mile of where you fell asleep. |
| 98 | Clusters of colorful fungi appear across your body. Whenever you, or a creature within 10 feet of you, tells a lie, the fungi glow brightly. The fungi disappear after 1 hour. |
| 99 | You transform into a Red Dragon Wyrmling for 1 round. While transformed, you cannot use your class features or equipment. |
| 00 | Roll twice on this table and resolve both effects. |
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