Enhanced Wild Magic Surge Image
Prerequisite: Sorcerer: Wild Magic
 

For whatever reason, the chaotic nature of your magic has evolved into a greater stage of unpredictability, potentially causing all new effects, both good and bad.

(This is an optional feature used to add a Wild Magic table to a character, or to replace an existing table granted by the Wild Magic sorcerer subclass. Consult your DM before choosing this feat.)

Immediately after you cast a spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If you roll a 20, you may also roll on the Wild Magic Surge table, but you can choose to not make the effect manifest.

Enhanced Wild Magic Surge

d100

Effect

1

Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls.

2

 The triggering spell is cast on yourself, regardless of the original target. If it is an area of effect spell, it is centered on you.

3

 For the next minute, you can see any invisible creature if you have line of sight to it.

4

 The next damaging cantrip you cast before the end of your next turn will heal its target instead.

5

A random CR 1 or lower creature controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

6

 You instantly swap positions with a random creature within 60 feet of you.

7

You cast fireball as a 3rd-level spell centered on yourself.

8

All creatures within 30 feet of you much succeed on a Strength saving throw against your Spell DC or be pulled 15 feet in a straight line towards you. 

9

You cast magic missile as a 5th-level spell.

10

 Until the end of your next turn, any creature that deals damage to you takes half that damage themselves as psychic.

11

 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

12

 The next damaging spell you cast until the end of your next turn ignores resistance to its damage.

13

You cast confusion centered on yourself.

14

If your next attack roll before the end of your next turn misses, it hits. 

15

For the next minute, you regain 1d6 hit points at the start of each of your turns.

16

You are proficient in all skill checks for 1 minute.

17

 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

18

 For 1 minute, if you take damage, a random creature within 60 feet takes that damage instead.

19

You cast grease centered on yourself.

20

A hostile elemental appears in an unoccupied space within 10 feet of you. Roll a d4 to determine its type. Water, Earth, Air or Fire. It disappears at the end of its turn.

21

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23

For 1d6 days, if you make a Charisma check while talking to another creature, you automatically fail that check.

24

 Your skin turns a vibrant shade of blue. Your skin returns to normal after 24 hours.

25

 For 1d10 hours, you can see through solid objects and clothing up to 1 inch in thickness, except through solid stone or metal.

26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (perception) checks that rely on sight.

27

Your hands become unnaturally nimble for the next minute. You have advantage on all Dexterity checks during that time. 

28

 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29

You loose all memory of the time that has passed since your last wild magic surge. A greater restoration cast on you restores your memory.

30

 You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31

A one-way portal to the plane of Limbo appears on the ground in an unoccupied space within 5 feet of you. It lasts for 1 minute or until a creature enters the portal, after which it automatically closes behind them.

32

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.

33

 You fall asleep standing upright for the next 8 hours. During this time you are incapacitated. You wake up if you take any damage or if a creature takes an action to shake you awake.

34

 Maximize the damage of the next damaging spell you cast within the next minute.

35

For the next 24 hours, you struggle to find meaning to your existence and have disadvantage on Wisdom saving throws. A lesser restoration cures this effect.

36

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. A lesser restoration can return you to your original age.

37

 A random item in your inventory that you are aren't wearing disappears. It reappears in an unoccupied space within 5 feet of you after 1d12 hours.

38

1d6 rabbits controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39

 You catch fire. When this effect triggers and at the start of each of your turns you take 1d4 fire damage. You remain aflame until you take an action to pat yourself out or submerge yourself in water.

40

 You regain 2d10 hit points.

41

 A random creature within 60 feet of you believes it is you and will become hostile to you, believing you are an impostor. The effect lasts for 1 hour or until the affected creature is rendered unconscious. A greater restoration cast on the affected creature will cure them.

42

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.

43

 You learn a great and powerful secret, but quickly forget it immediately after. You cannot shake the feeling that you've forgotten something very important.

44

 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45

You cast chaos bolt at 3rd level, targeting a random creature within the spell's range.

46

 You cast levitate on yourself.

47

You cast Lightning Bolt at 3rd level in the same direction as the triggering spell. If the triggering spell had a range of self, it strikes only you.

48

 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49

All damage you deal becomes force damage for the next minute. 

50

 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51

Endless, disembodied whispers emanate all around you. Creatures within 30 feet of you have disadvantage on saving throws to resist being frightened. 

52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53

 A strong wind surrounds you until the end of your next turn. Ranged attack rolls automatically miss you until the effect ends.

54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55

For 24 hours, if a creature is reduced to 0 hit points within 30 feet of you, you take 1d10 necrotic damage and the creature reduced to 0 is healed for the same amount.

56

 Your hair falls out but grows back within 24 hours.

57

Spectral purple flames burn in your hands until the end of your next turn. During this time you can cast Eldritch Blast with 3 beams but targets are chosen at random. 

58

 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59

A frightening ghostly vision appears in your spot, forcing all creatures that can see you to make a Charisma saving throw against your Spell DC. On a failure, they must immediately use their reaction to move their full speed away from you. A creature immune to being frightened is immune to this effect.

60

 You regain your lowest-level expended spell slot.

61

 Until the end of your next turn a magnetic field surrounds you, drawing in projectiles. Any ranged weapon attack is automatically diverted to target you, if the intended target is within 30 feet of you.

62

 For the next minute, you must shout when you speak.

63

You are remarkably clumsy, giving you disadvantage on Stealth (dexterity) checks until you complete a long rest.

64

 You cast fog cloud centered on yourself.

65

A flock of birds falls out of the sky around you, dying immediately on impact.

67

 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

68

 You cast Blink on a random creature within 60 feet.

69

You are frightened by the nearest creature until the end of your next turn.

70

On each of your turns for 1 minute, you can swap positions with a willing creature within 60 feet as a bonus action. 

71

 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

72

You gain a pair of tiny feathery wings for the next 24 hours. They are too small to fly with but adds 10 feet to your jump distance. 

73

You gain resistance to all damage for the next minute.

74

An elementally charged frog appears in an unoccupied space within 5 feet of you. It runs away from any creature it can see. It has 1 hit point and explodes into a fireball with a save DC of 15 centered on itself if it dies.

75

 A random creature within 60 feet of you becomes poisoned for 1d4 hours.

76

Your skin becomes highly reflective and metallic for 1d8 hours. A lesser restoration cast on you clears this effect.

77

 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.

78

Greasy tar pours out of your tear ducts. You are blinded for 1 minute or until you take an action to rub your eyes with clean water.

79

You cast polymorph on yourself, turning into a sheep for the spell’s duration.

80

Roll a d20. Until you complete a long rest, one of your ability scores, chosen randomly, becomes the number rolled.

81

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

82

A pit fiend appears in an unoccupied space within 5 feet of you. However, the pit fiend is tiny, reaching only 3 inches tall, and only deals 1 point of damage with any of its attacks or spells and only has 10 hit points. Otherwise it behaves as normal and is not under any compulsion to fight for you. It disappears after 1 minute.

83

 You can take one additional action immediately.

84

 An error in clerical work happens somewhere in the world and you inherit 5d20 gold, to be collected by a mysterious imp that immediately appears in your vicinity to deliver it then vanishes.

85

 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

86

You cast insect plague at 5th level centered on yourself. 

87

 You cast mirror image.

88

All non-magical tiny objects within 30 feet of you not worn or carried becomes an animated creature, as if targeted by the tiny servant spell, provided the objects are compatible with the spell. The animated objects are under no compulsion to serve you and will prioritise self preservation. After 1 minute, all objects return to normal.

89

 You cast fly on a random creature within 60 feet of you.

90

You and anyone within 30 feet of you are unable to cast spells until the end of your next turn.

91

 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.

92

 All creatures within 30 feet of you are affected by the Enlarge/Reduce spell. Roll a d6 for each affected creature. On a 1-3, they are enlarged. On a 4-6, they are reduced instead.

93

 If you are reduced to 0 hit points within the next minute, you immediately regain all your hit points.

94

A random creature within 60 feet of you becomes frozen in time until the end of their next turn. While frozen, they are immune to all effects and damage. The creature is not aware of any time that passed while they were in stasis.

95

Roll a 1d4. On a 1-2, your size increases by one size category, but on a 3-4, your size decreases by one size category. The effect lasts for 1 minute.

96

 A random creature within 60 feet of you becomes immune to all damage until the end of their next turn.

97

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

98

The triggering spell's spell slot is refunded, unless it is a 9th level or a non-spell slot feature.

99

 You are surrounded by faint, ethereal music for the next minute.

100

 You immediately gain the effects of a short rest.

Enhanced Wild Magic Surge Image

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