The Wujaki staff is a magical item capable of casting a random effect on a random unit in a circle of 20ft, this action can be casted once per level of wearer -2 each day, up to 100ft distance.
1 For one minute you become displaced and your position is blurred within space. All attack rolls against you are made at disadvantage, but your vision also becomes blurred and you suffer disadvantage on all attack rolls and Wisdom (Perception) checks.
2. You gain advantage on your next 1d12 attacks, and then disadvantage on the next 1d12 attacks after that.
3. You gain the ability to cast Contact Other Plane (Saving Throw success guaranteed) once before your next long rest.
4. You grow bony spikes on your knuckles. Your fists now deal 1d4 piercing damage on a hit, but you cannot wear gloves. The effect can be undone with Lesser Restoration or similar magic.
5 Your eyes become exquisite sparking diamonds, worth 2000GP each, but still function as normal. If removed, an eye cannot be regenerated except by the Wish spell.
6. A fiend, with a CR no greater than 1/4 of your level, appears in a puff of smoke and pledges service to you for 1d20 days. The fiend follows verbal commands, but adheres to its evil alignment to a fault.
7. You gain suction cups on hands and feet for 1d4 days. While mutated in this way, you have advantage on checks to grapple opponents and to climb. However, your walking speed is reduced by 5 and you can dash at only half-speed.
8. Your skin becomes slick and oily for 1d4 days. You gain advantage on checks to escape a grapple, but if you roll a 1 on an attack, whatever you had in your hand, be it a weapon or spellcasting focus/component pouch, slips from your grasp and lands in an unoccupied space within 10 feet.
9. As a reaction, you gain an insight to the future as in the Augury spell. You lose this ability at the beginning of your next turn.
10. Your height changes by 1d4 feet (cannot shrink you to shorter than 2 feet), There is 50% chance each for an increase vs. decrease. Lesser Restoration or similar magic ends the effect.
11. You inadvertently channel a small sliver of someone else's consciousness of the eternal beyond into yourself and you gain an additional flaw. You act under the influence of the new flaw as if it was your own, even if some details do not fit your history. Roll d6 to determine which background the flaw comes from, then roll on the table of flaws for that background. Effects that removes curses remove this flaw.
d6 Roll: 1 2 3 4 5 6 Background: Criminal Noble Outlander Sage Sailor Urchin
12 Smoke curls from your nostrils and mouth at all times. It is not dense enough to cause obscurement. Once per short rest, you can use an action to exhale a cloud of smoke to heavily obscure a 10 foot square space adjacent to you, the smoke behaves similarly to the Fog Cloud spell. Lesser Restoration or similar magic removed the effect.
13. A creature native to the environment comes to your aid for 10 minutes. It rolls its own initiative and acts according to its wits. Roll 1d4 to determine CR, if result is a 4 roll again and add new result, repeat for each additional roll of 4. DM will choose a creature as close as possible to the final sum.
14. A random mundane weapon with which you are proficient is conjured in your hand. DM rolls or chooses item.
15 A random item made out of pure gold from the basic equipment table is conjured in your hand. DM rolls or chooses item.
16. A random equipment pack bursts into existence at your feet. Roll 1d6 to determine what appears.
d6 Roll: 1 2 3 4 5 6 Pack: Diplomat’s Pack Dungeoneer’s Pack Entertainer’s Pack Explorer’s Pack Priest’s Pack Scholar’s Pack
17. A random creature native to the current environment becomes irrevocably hostile to you. Roll 1d10 to determine both CR and its starting distance in miles from your location. The DM chooses the creature, whereupon it takes actions appropriate to its abilities and intelligence to orchestrate your downfall.
18. A random magic item from magic item table J appears in your reach; it is immediately attuned to you and usable by you (regardless of attunement restrictions). It exists 1 minute before it disappears, but any effects produced remain. If another creature attempts to use it, it disappears.
19. The DM chooses a non-damaging spell from a different class's spell list with a casting time on one action. You can immediately choose cast the spell as a reaction. The spell can only be cast once, and the ability disappears if not used immediately. Roll 1d8 to determine spell level.
20. From now on, every time you see a hostile creature of a specific type for the first time you must succeed on a DC15 Wisdom Saving throw or roll on the short term madness table. Roll for 1d6 creature type. The effect can be ended with Greater Restoration or after you have been driven mad 3d6 times by this effect.
d6 Roll: 1 2 3 4 5 6 Tpye: Aberration Celestial Fiend Monstrosity Ooze Undead
21. You permanently forget one currently memorized spell (as if subject to Modify Memory), DM chooses or rolls affected spell. You can learn a new spell to replace the forgotten one during your next long rest. Affected spell cannot be from an innate spellcasting feature.
22 You gain an innate spellcasting feature capable of casting one non-damaging cantrip which the DM chooses. The ability remains until you are reduced to 0 HP.
23. For 1 hour, snickering laughter erupts from nearby shadows each time you miss with an attack or if a spell fails to affect its chosen target.
24. For 1 hour, if you miss with an attack, you can choose to gain advantage on all attack rolls until the end of your next turn, and on that turn you gain an extra action (as in the Fighter's "Action Surge" feature). However, after the end of any turn where this special Action Surge was gained, you gain one point of exhaustion.
25. You are subject to the Contagion spell with a save DC of 15. Roll 1d6 to determine which flavor of the spell afflicts you.
26. You are subject to the spell Power Word Stun.
27. The spell Faerie Fire is cast, centered on your location (Save DC 15).
28. You suddenly really have to pee. It's so distracting you have disadvantage on all attacks and skill checks until you do so, but you can dash or dodge as a bonus action until then.
29. For the next minute your speed constantly changes, becoming 1d6x10 feet at the start of each turn.
30. Your AC constantly fluctuates for one minute. At the start of each turn, add 1d6 to your normal AC, and then roll 1d6 and subtract it from the first sum.
31. Your melee weapons all become writhing snakes for one minute. All attacks are made at disadvantage but successful hits deal 3d6 poison damage in addtion to the normal weapon damage.
32. One item you are holding is teleported into the bag or onto the belt of a random ally within 60 feet.
33. You break out into loud operatic song for one minute. You can only speak in song.
34. You are subject to a Geas (as in the spell) based on the momentary whims of the next creature in the initiative order. Roll initiative if out of combat to determine influencer (influencer is not aware of the effects of their fleeting thoughts).
35. One of your hands transforms into a melee weapon (DM chooses at random) and you gains proficeny with attacks using your weapon-hand. Can be undone with Lesser Restoration or similar magic.
36. You grow springs out of your feet. Normal walking speed reduced by 5 feet, but all jump distances are doubled. The effect can be undone with Lesser Restoration or similar magic.
37. For a week you gain 1d12 temporary hit points each time you roll a natural 1 on an attack.
38. For one minute, you can choose to re-roll one attack roll per round and use the new result. If the new result misses, you become the target and hit yourself with the attack.
39. Your footsteps cause small earthquakes for 24 hours. When you move, adjacent creatures must make DC10 Strength saving throws or fall prone (save made 1/turn). While you are affected by this effect, creatures with blindsight or temorsense gain advantage on attacks against you, and can sense you to double the normal range of their blindsight or temorsense.
40. You become permanently marked with an arcane glyph upon your chest or stomach. A nonhostile creature that inspects the glyph at close range is affected by the Antipathy/Sympathy spell with a save DC of 15. Each time, there is a 50/50 chance of the antipathy or sympathy effect to activate.
41. Your pockets fill with 4d6x100 silver coins, causing your pants to fall around your ankles. You must immediately make DC15 Dexterity saving throw or fall prone. You must use an action to re-fasten your pants or have your walking speed reduced to 10 feet for as long as your parts remain around your ankles.
42. Bright fireworks erupt from the area around you and loudly shoot off and explode in all directions. They cause no damage but can be heard within 1000 feet and be seen for a mile.
43. One random mundane sword within 60 feet becomes an Animated Sword that fixates on attacking the nearest creature to it, it becomes mundane when killed.
44. The area within 100 feet of you becomes coated in sticky goo. The area becomes difficult terrain and any creature knocked prone in the area must succeed a DC10 strength saving throw before it can attempt to stand.
45. The ground within 30 feet of you becomes slick with oil, functioning the same as a Grease spell.
46. Caltrops appear on the ground in all spaces adjacent to you.
47. For 1d10 hours, your touch instantly sets fire to any flammable objects that aren't being worn or carried. This may cause the ground to catch fire if you're in walking in dry grass or similar terrain. Greater Restoration or similar spells can end the effect.
48. A 20 foot diameter space collapses into a pit of lava. The location's center is 3d4x5 feet from you, roll a d8 to determine relative direction from you.
d8 Roll: 1 2 3 4 5 6 7 8 Direction: north north-east east south-east south south-west west north-west
49. For 1d4 days, you see bright light as total darkness, and darkness as bright light. While so afflicted, you gain no benefit from darkvision. The effect can be removed with Lesser Restoration or similar magic.
50. For one minute, at the start of each of your turns, roll a d6. On a 5 or 6 you immediately enter the ethereal plane and return at the start of your next turn. While ethereal, your movement speed is doubled.
51. You vomit fourth 1d6 Stirges for each Hit Die you have remaining (i.e. currently available). Stirges attack all nearby creatures indiscriminately.
52. For one hour you becomes composed of animated glass. You can choose to be invisible when not moving but you become vulnerable to thunder and bludgeoning damage. Greater Restoration or similar spells can end the effect.
53. Your size increases by two size classes as in the Enlarge/Reduce spell for one minute. The effect is highly disorienting; the first time you attempt to move on a turn you must succeed on a DC10 Dexterity saving throw or fall prone.
54. Your flesh and muscle become invisible and you appear as a skeleton for 1d4 days. Anyone who is unaware that this has happened will think you're a skeleton and act accordingly. Lesser Restoration or similar spells and also ones that end invisibility can end the effect.
55. One random creature within 120 feet of you is subject to the Time Stop spell. If the creature is unable to deduce what has occurred and takes an action normally disallowed by the spell, the spell immediately ends.
56. A blast of air erupts from you. All creatures within 30 feet must make a DC15 Strength saving throw or be pushed 10 feet away from you. Those that fail by 10 or more are pushed 20 feet and fall prone.
57. A wave of force emanates from you. All creatures within 30 feet must make a DC15 Strength saving throw or be pushed 10 feet away from you. If a creature fails, but is blocked by the presence of an object such that it cannot be pushed the full distance, it takes 1d6 bludgeoning damage.
58. A magical attractive force radiates out from you. All creatures within 60 feet must succeed on a DC15 Strength saving throw or be pulled 15 feet closer to you.
59. There is a massive clap of thunder and flash of light. All creatures including yourself within 60 feet must succeed on a DC15 Constitution saving throw or fall prone. Creatures that fail by 5 or more are also deafened for 1 minute. Those that fail by 10 or more are also blinded for 1 minute.
60. The area within 500 feet of you is enveloped in one form on extreme weather, determined at random by the DM.
61. A fiend in a distant region with a CR no greater than your level swears a vow of enmity upon you and does all in its power to orchestrate your downfall.
62. A random NPC with whom you are closely allied is subject to a Gate spell (Save DC15) that draws them to your location. The DM determines which NPC is affected.
63. A sensor that functions the same as a Magic Eye spell appears next to you and can be used and controlled by you for 1 hour.
64. The next creature or nonmagical object that you touch (other than yourself or the items currently in your hands) turns instantly to solid gold. A successful DC10 Constitution saving throw resists, and a Greater Restoration spell reverses the effect.
65. A psychic blast radiates outward. Creatures within 30 feet of you, including yourself, are subject to the Feeblemind spell with a save DC of 15. The effects wear off naturally after 1d4 days.
66. A flash of light and sound cause you to become momentarily disoriented. The next time you make an attack or cast a spell, you must succeed on a DC15 Inteligence saving throw or target a random creature within range of the attack or effect. If you do not cast a spell or make an attack within 1d4 rounds, the effect fades.
67. Your experience of time becomes fluid for one minute, and you gain a small amount of control over your passage through time. At the start of each roundyou can delare where in the initiative order you desire for your turn to occur. However, it cannot be earlier than the initiative you rolled at the start of combat. If out of combat, this minor contol of time can be used to take two actions in the time it would have been possible to take just one, whereupon the effect ends early.
68. All rope within 60 feet of you animates and acts as if it were Rope of Entanglement and tries to restrain everything nearby. Ropes stowed in bags or otherwise secured must first use one round to escape. Ropes that are tied taught or stored in an extradimensional space are unaffected. Spells that end curses or dispel magic end the effects for one length of rope.
69. For one minute, a 5 foot radius fog cloud coalesces around you and heavily obscures the area each time specific conditions are met. Roll for the triggering conditions. Clouds remain for one minute or until dispersed by a strong wind.
d8 Roll: 1 2 3 4 5 6 7 8 Trigger: You cast a spell You are hit by an attack You hit with an attack You roll a natural 1 on an attack You take damage You speak At will as your action You regain hit points
70. The Silence spell is cast, centered on your current position.
71. For one minute, when the you are hit by a weapon attack within 5 feet, vines erupts from the wound and tie the attacker to you, causing you both to be grappled and restrained. Either of you can use and action to attempt a DC 15 Strength (athletics) check to escape the entanglement, ending both the grapple and restraint on both creatures on a success.
72. You gain a hovering fly speed of 20 feet for 1d4 days. While hovering you become immune to the prone condition, but you cannot rise more than 20 feet off the ground nor drop nearer than 2 feet to the ground.
73. Your skin, hair, and everything you are wearing and carrying is permanently dyed the same color. Roll to determind the color. Any effect that removes a curse or disease ends this effect.
d8 Roll: 1 2 3 4 5 6 7 8 Color: Blue Red Pink Purple Green Orange Teal Grey
74. The next creature to die within 100 feet of you instantly has its spirit manifest as an incorporeal undead (DM whether to use Ghost, Specter, or Wraith stats) and swear vengeance against someone that wronged it in life, possibly whatever killed it.
75. For the next 1d10 days you are compelled to narrate all of your actions in a loud voice. Lesser Restoration or similar magic ends the effect.
76. The next time you die, if you are not revivified within 1 minute, your body is ensconced in a impenetrable crystalline case. You emerge from the case one minute later with 1 HP and with your body remade as in the spell Reincarnate.
77. If you are wearing nonmagical armor or clothing, it is transfomed into a random type of armor (roll 1d12 on the armor table), that is adorned and painted to resemble what you were wearing before. Effects that remove curses reverse the transformation.
78. Your front-most 2d4 teeth can be extracted and thrown to act like Beads of Force; they do not regrow on their own.
79. For 1 hour, there is a 50 percent chance that any time you are dealt a critical hit, a Prismatic Spray spell (DC15) immediately is directed back towards the source of the attack.
80. You become unable to consume foods that are not still alive (recently uprooted plants, living animals, etc.) for 3d6 days. If you consume any normal food, you vomit it back up and it immediately animates into what it was before it became food (even plants), and attacks (Use nearest match for creature statistics, no greater than CR2, use Animated Shrub for most grains and vegetables).
81. For 24 hours, any time you are incapacitated, you gain the effects of the Stoneskin spell. The spell's effects are suppressed when the incapacitated condition ends.
82. You become nervous and skittish to taking damage for 1 hour. During this time you can cast the Shield spell at will, but in doing so you become blinded until the end of your next turn as you involuntarily force your eyes closed in fright.
83. For one minute, you become ensconced in a dangerously pulsating aura of energy. Each time you are hit with a melee weapon attack, all creatures within 10 ft. take 3d4 damage (roll 1d4 for damage type when effect begins) or half damage on a successful DC15 Dexterity saving throw.
d4 Roll: 1 2 3 4 Damage Type: Fire Lightning Radiant Thunder
85. You are subjected to a Polymorph spell with a save DC of 15. On a failed save, you transformed into a beast with a CR as close to your level as possible. The creature you transform into starts off with hit points no greater than the hit points you had remaining.
5. A spear of crackling, unstable energy pierces down on you from above. Roll a number of d6's equal to your level, if you have this many hit points or more, you lose half your hit points; if you have fewer than this many, you are healed half way back to your hit point maximum.
86. For one minute, when you cast a spell that can increase in power if cast at a higher level, you can choose to roll 1d4-1 and add it to the spell slot you used to cast, potentially increasing the power of the resulting spell as if it had been cast at this higher level. When you use this ability, make a Constitution saving throw after the casting is complete with a DC equal to 5 plus the final level of the spell that was cast. On a failure you gain one point of exhaustion.
87. For one day, each time you trigger an opportunity attack that misses, you gain 4d4 temporary hit points.
88. You leave a barely visible trail of noxious smelly slime everywhere you go. If the you are swallowed, the offending creature must save every round to avoid regurgitating you (regardless of damage taken), and you have advantage on all skill checks and saving throws to escape a grapple. Lesser Restoration or similar magic end the effect.
89. Lightning Bolt (Save DC 15) is immediately cast in a direction of your choosing. However, the area of the spell starts immediately behind you, thus including you in the effect.
90. You leave a bright red trail of paint on the ground wherever they travel for the next 1d20 days. Effects that remove curses end the effect.
91. You are affected by the Modify Memory spell with a save DC of 15. If you fail, you completely forget everything that happened in the last 4 hours.
92. 1d4 random creatures within 60 feet of you are affected by the Modify Memory spell with a save DC of 15. Any creatures that fail forget everything that happened in the last 10 minutes.
93. Everything that you are carrying or wearing, including clothes and armor, falls to the ground at your feet.
94. You must succeed on a DC15 Strength saving throw or be pushed 1d10x5 feet in a random direction, or until blocked by an object or creature. Roll 1d8 for the direction.
d8 Roll: 1 2 3 4 5 6 7 8 Direction: north north-east east south-east south south-west west north-west
95. You are teleported 300 feet vertically and you are subject to the Featherfall spell. If the space 200 feet above is occupied by a creature or object, you appear in the next closest unoccupied space.
96. You gain one random feat for 24 hours. However you must reduce your max hp by 1 per each level you have if you want to preserve it permanently.
97- A random creature of CR equal to 2d4 plus your level appears within 60 feet and acts according to its nature. It disappears after 10 minutes.
98. A Daylight spell centered on a point one foot above your head appears and moves with you for the next 1d4 hours.Dispel Magic ends the effect.
99. One random item in your inventory is affected by the permanent version of Nystul's Magic Aura, making it appear magical if it was mundane, or mundane if it was magical. If it is made to appear magical, it also gains a noticeable glow; if it was made to appear mundane, it becomes tarnished and any magical appearance it had is suppressed but it still functions as normal.
100. You gain 700exp per each level you have, but your max hp reduces to 1d8 for the rest of the day, minor restoration can cure this but you will lose half of your experience earned by this effect.
Notes: Warlock, Damage, Debuff, Combat
Vecna_Is_My_Co-Pilot from reddit is the author of the 100 effects, with small differences in some.