Just Unfair. The Avatar can choose to regains all hit points, Spell Slots and legendary resistances and can now use Mythic Actions. (You are a ******* DM if you use this)
Spell Slots. The Avatar have 44 spell slots it can use to cast any level of spells of the class it is at the moment. Regain all used spell slots at next dawn. (see Class Change)
No Components. The Avatar doesn't need spell components to cast spells. (The Avatars Spell Modifier +10, Spell Attack +19, Spell DC 25
Triple Concentration. The Avatar can concentrat on three spells at a time.
Regeneration. If The Avatar has at least 1 hit point, she regains 30 hit points at the start of her turn.
Legendary Resistance (5/Day). If the Avatar fails a saving throw, They can choose to succeed instead.
Spesific Spell Immunity. The Avatar is not effected by instant battle ending magical effects and spells, like for example Wish, Imprisonment, Feeblemind, Power Word Kill, Ect. unless it want to be.
Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatar’s weapon attacks are magical.
Multiattack. The avatar can make three 20 sided die attack and two Dms Weapon attack.
20 Sided Die. The avatar targets one creature with in 30 ft. and rolls (1d20) the target take damage of a type of the avatars choosing.
DMs Weapon. The avatar wields a weapon that there class is proficient whit. Melee Weapon Attack: +19 to hit, reach (reach of weapon) ft., one target. Hit: 24 (8d6) damage of the type of weapon would deal.
Class Change. The Avatar choose to becomes any of the player classes whit one subclass gaining all abilities, options for abilities, actions, bonus actions, reactions and spells that the class and subclass can have and use. The equipment of the Avatar also change depending on the class. (example it gets a sword if its a fighter and a staff if its a wizard) (recommend to make pre made level 20 characters for combat)
Insight. The avatar targets one creature or object with in 120 ft. and can choose to gains knowledge on one property. example: vulnerabilities/resistances/immunities, abilities, items, spells, and properties(stats, AC, movement)
Class Bonus Actions. Get the bonus actions of the class it has chosen. (See Class Change)
Perception. The avatar make a perception check
Class Reactions. Get the reactions of the class it has chosen. (See Class Change)
Inspiration. When a creature make a attack roll, saving throw, ability check or any other roll that requires a d20 roll, with in 60 ft. she can make them roll a d20 and they most choose the new roll.
The Avatar can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Avatar regains spent legendary actions at the start of its turn.
World Manipulation. (Cost 2 Actions) The Avatar change the battle field and terrain for up to 1000 feet sphere in any way it wants as long as all PCs are still on solid ground. (no throw player in lava pit)
Percentile Dice. (Cost 2 Actions) The Avatar release a surge of wild energy roll a pair percentile dice and look at the World Change table to determine what happen.
The Story Teller. The Avatar and the DM Becomes one and can make, create and control any and everything in the game. (this is bullshit move)
Description
A Manifestation of the DM in game.
World Change Table:
1. One random creature become the center of a wild magic surge (roll on the wild magic table)
2. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow.
3. Everyone whit in 60 feet of the Avatar is hit by a fireball that explodes with in there center of them. they and each creature within 20 feet of them must make a Dexterity saving throw DC 16, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.
4. A Water Elemental is summoned to the field and stays 1d4+2 round, its hostile to all creatures.
5. One random creature is transform into a large empty barrel for 1 minute, during which time you considered petrified.
6. One random creature can't speak for 1 round. When you try, pink bubbles float out of your mouth.
7. All creatures are knocked prone.
8. The next time you cast a spell, roll on the wild magic chart. that effects will apply insted.
9. 3d6 gold pieces appear around a ramdom creature.
10. One randomly-chosen non-magical item in among the PC possession is duplicated.
11. all creatures gain vulnerability to slashing damage for 1d4 rounds.
12. 5 random cretaure are transformed into Monodrone for 1d4 rounds if they die they transform back to there origanl form.
13. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next 1d4 rounds.
14. A Aboleth is summoned on a point of the Avatars chose and is its allied whit the Avatar. it stays for 1d4 rounds.
15. A Earth Elemental is summoned to the field and stays !d4+2 round, its hostile to all creatures.
16.Roll this table two more times.
17. A random creatures speed is increased by 10 feet for 1 minute.
18. 5 random cretaure are transformed into Quipper for 1d4 rounds if they die they transform back to there origanl form.
19. A random creature lose the ability to smell for 1 day.
20. A random creature gain the ability to speak all languages and gains a base Intelligens of 10 if it isnt allready higher.
21. A portal open somewhere on the battle field two Balor they are hostile to all creatures and return to the Abyss after 1d4 rounds.
22. A randome creature are at the center of a darkness spell for 1 minute.
23. For one randome creature, the next spell they cast within the next minute that does damage, the damage is maximized.
24. For 1 minute, any flammable item a cearture touch, that aren't already being worn or carryed, bursts into flame.
26. 5 random creature are transformed into Abyssal Chicken for 1d4 rounds if they die they transform back to there origanl form.
27. Under a random creature a puddle of grease appears where they are standing, with a 10-foot radius. anyone within 10 feet of you must make a Dexterity check at your spell save DC or fall prone.
28. A Deva is summoned on a point of the Avatars chose and is its allied whit the Avatar. it stays for 1d4 rounds.
29. All Charcters are surrounded by faint, ethereal music for 1 minute. (the charcter can her the battle music)
30. All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see.
31. one randome creatures eyes glow red for 1 minute.
32. A Tarrasque amerge in the middle of the battle field and is hostil to evryone. it stays for 1d4 rounds.
33. A Nalfeshnee is summoned on a point of the Avatars chose and is its allied whit the Avatar. it stays for 1d4 rounds.
34. One randome creature transforms into a Pit Fiend for 1 round.
35. A Beholder is summoned in the middle of the field for 1d4 rounds.
36. Each creature takes 1d10 necrotic damage. The Avtar regain hit points equal to the sum of damage dealt.
37. Everyones hair grows to double its current length over the next minute.
38. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute.
39. Everyone grow a beard made of feathers, which remains until you sneeze.
40.The terrain in a 60 foot sphere around a randon creature changes and trasforms as pillars of stone rises and the ground becomes rocky.
41. A random creature make a Wisdom saving throw against there own spell save DC. If they fail, they are transformed into a raven for 1 minute, as if by a polymorph spell.
42. A random creature gains a flying speed equal to its walking speed for 1 minute.
43. A portal opens in the middle of the field. it stays for 1d4 turn, every turn it stays open 1d4 CR 0-6 fey are summoned to the field (DM Chose) they are hostile to all creatures. anyone who gose in to the portal find themselfs in the Fey Wild and if the portal closes they are stuck there. The creature stay 1d4+2 round.
44. One random creature may immediately take 1 action.
45. Everyone are immune to disease for 5 rounds.
46. one random creature immediately drop to 0 hit points.
47. Cold energi blast forth from a random creature. all cretaure whit in 6 feet of the creature including the creature take 3d8 cold damage and the terrain become cold and ice. trying to walk on the tarrain requiers a DC 11 Dextarity save or you fall pron.
48. From a point of the Avatars choose a 60-foot sphere of Wild Magic apears for 1d4 rounds.
49. A Iron Golem is summoned on a point of the Avatars chose and is its allied whit the Avatar. it stays for 1d4 rounds.
50. all ceratures gain a -2 penalty to there AC for 1 minute.
51. One randome creature fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 round.
52. For a Random PC All silver they carrying is now copper.
53. A portal opens in the middle of the field. it stays for 1d4 turn, every turn it stays open 1d4 CR 0-6 devils are summoned to the field (DM Chose) they are hostile to all creatures. anyone who gose in to the portal find themselfs in the NIne Hells and if the portal closes they are stuck there. The creature stay 1d4+2 round.
53. One random PC Remembers a bad joke and until you tell it (which takes an entire action), they suffer a Wisdom penalty of 1.
54. One randome creature, for the next day, any time they make an ability check, roll 1d6 and add the result.
55. A portal opens in the middle of the field. it stays for 1d4 turn, every turn it stays open 1d4 CR 0-6 Elementals are summoned to the field (DM Chose) they are hostile to all creatures. anyone who gose in to the portal rolls a D4 find themselfs in one of the Elemental Planes and if the portal closes they are stuck there. The creature stay 1d4+2 round.
56. One creature jump forward in time exactly 1 minute, for 1 minute. From the perspective of everyone else, they cease to exist during that time.
57. For the next hour, everyone appear to others to be the opposite gender.
58. One random creature is teleport to an alternate plane, then return to the location where they started after 1 minute.
59. Two random creature switch place.
60. A Fire Elemental is summoned to the field and stays !d4+2 round, its hostile to all creatures.
61. For the next minute, Everyone gain resistance to fire and cold damage.
62. A portal opens in the middle of the field. it stays for 1d4 turn, every turn it stays open 1d4 CR 0-6 Demonds are summoned to the field (DM Chose) they are hostile to all creatures. anyone who gose in to the portal find themselfs in the Abyss and if the portal closes they are stuck there. The creature stay 1d4+2 round.
63. One randome creature transfromes in to a Ancient Gold Dragon for 1 round.
64. The terrain of the field become 60 feet deep sea.
65. Everyone gain the ability to breath water for 1 round.
66. All of creatures hair permanently falls out. Only a spell such as remove curse can end this effect.
67. the terrain in a 60 foot sphere around a randon creature changes to sand/desert terrain.
68. Everyone is vulnerable to Undead for 1 hour. Such creatures gain advantage when attacking you.
69. 2d20 Zombies rise around the battle field. they are hostile to evryone. The air beocme spooky and dim light.
70. one randome creature clothes become dirty and filthy. Until you can change and/or clean there clothes, your Charisma is reduced by 1.
71. 5 random cretaure are transformed into Grey Ooze for 1d4 rounds if they die they transform back to there origanl form.
72. One random creature are at the center of a 10-foot radius antimagic field that negates all magic equal to or less than there level for 1 hour and does not require concentration.
73. Everyone gain an additional spell slot of your highest level for 1 week.
74. For the next minute, everyone gain resistance to necrotic and radiant damage.
75. 5 random cretaure are transformed into Younge Red Dragons for 1d4 rounds if they die they transform back to there origanl form.
76. Within the next hour, you have advantage on the next roll you make where you don't already have advantage.
77. All creature are poisend fro 1d4 rounds.
78. From the middle of the battle field a antimagic sphere of 5000 feet is created for 1d4 rounds.
78. Everyone immediately take 2d6 psychic damage.
79. One Random creature is invisible for 1 minute. The effect ends for a target if it attacks or casts a spell.
80. Damage equal healing for 1d4 rounds.
81. all creatures gain vulnerability to radiant damage for 1 minute.
82. Everyone immediately heals 2d6.
83. All spells cast within the next minute automatically fail.
84. One random creature immediately gain 40 temporary hit points.
85. it becomes Day and the battle field becomes as if it light.
86. For the next minute, Everyone gain resistance to poison and psychic damage.
87. A random person make a Wisdom saving throw against your spell save DC. If they fail, they are transformed into a giant rabbit for 1 minute, as if by the polymorph
88. It becomes Night and the battle field becomes as if it dark.
89. The terrain in a 60 foot sphere around a randon creature changes to swamp/marshland and is considerd difficult terrain.
90. 2 Fire Giant are summoned to the field and are hostile to all other creatures, they stay for 1d4 rounds.
91. all creatures gain vulnerability to thunder damage for 1 minute.
92. A Adult Blue Dracolich is summoned in the middle of the field it hostile to all creatures. It stays for 1d4 rounds.
93. For one minute, any spell with a casting time of 1 action can be cast as a bonus action.
94. 5 random cretaure are transformed into T-rex for 1d4 rounds if they die they transform back to there origanl form.
95. 2 Treant is summoned anywhere of the Avatars chose on the field and is they are allied whit the Avatar. they stays for 1d4 rounds.
96. A Air Elemental is summoned to the field and stays !d4+2 round, its hostile to all creatures.
97. 1d10 kobolts are summoned randomly on the field and are hostile to all other creature accepet one another.
98. One randome creature transfomes in to a Tarrasque for 1 round.
99. 5 random cretaure are transformed into cows for 1d4 rounds if they die they transform back to there origanl form.
100. The field is hit by 1d6 Meteor destroying everything. Each creature in a 40-foot-radius sphere centered on each point of the meteors must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
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Posted Jan 18, 2025This was really well made 10/10 will use