Once per dawn you may roll a d20 to gain one of the following effects (determined by dm based on roll). These effects disappear at dawn. You may not use luck points, get advantage, or disadvantage on this roll. On a natural 20 you may choose which affect you gain.
You can increase chosen ability scores with a sum upto 5. No score may surpass 20 this way.
You gain +30 Max HP.
Roll a d6 and remove 2 points from your ability score.
You get a scroll, roll a d8 to see what level scroll you get. If you're not a spellcaster choose a modifier to use as your spellcasting modifier for this scroll. (This can change if you later multiclass into a spellcaster).
Roll a d12 and gain vulnerability in the chosen type[1:Acid, 2:Cold, 3:Fire, 4:Force, 5:Lightning, 6:Necrotic, 7:Poison, ,8:Radiant, 9:Thunder, 10:Bludgeoning, 11:Slashing, 12:Piercing].
Your attacks now counts as magical for the purpose of overcoming resistances.
Your movement speed is increased by 30ft. (Only affects speeds that you have a speed of 1ft or higher in)
Roll a d12 and gain Resistance in the chosen type[1:Acid, 2:Cold, 3:Fire, 4:Force, 5:Lightning, N6:ecrotic, 7:Poison, 8:Radiant, 9:Thunder, 10:Bludgeoning, 11:Slashing, 12:Piercing].
You gain expertise in a chosen ability (aka Stealth, Athletic, Arcana etc)
You gain magic resistance. you have advantage on saving throws against spells and other magical effects.
Sunlight Weakness. While in sunlight, You have disadvantage on attack rolls, ability checks, and saving throws.
If you reach 0 hp you instantly die.
You gain a flying speed of 30ft.
All attack rolls you make are made at disadvantage.
-15 max hp.
You teleport 20ft into the air.
You lose 10ft of movement from all movement types (Flying, Walking, Tunneling, Swimming etc)
You make 2 rolls on the wild magic surge table.
A magic item (determined by your dm) appears in your hand.
You gain a truesight of 60ft.
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