Level
Cantrip
Casting Time
1 Action
Range/Area
Unlimited
()
Components
None
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Artificer Spell Attacks
Hextech Wild Magic Surge Table
When overclocking the Mercury Hammer or pushing the Hextech Crystal beyond its limits, roll a d20 and consult the table below.
d20 Roll | Effect |
---|---|
1 | 💥 Catastrophic Overload – The Hextech Crystal violently explodes, dealing 5d10 force damage to all creatures in a 15-ft. radius (DC 16 Dexterity save for half). The Mercury Hammer is disabled until repaired. |
2 | ⚡ Power Feedback – You take 3d8 lightning damage, and your movement speed is halved for 1 minute due to residual static. |
3 | 💀 Hextech Malfunction – The hammer releases an uncontrolled Shockwave (as per its ability). All creatures within 10 ft. must make a Strength save (DC 15) or be knocked prone and take 2d6 thunder damage. |
4 | 🔄 Energy Reversal – Instead of dealing lightning damage, the Mercury Hammer now deals cold damage for the next 1d6 rounds. |
5 | ❌ System Reboot – The hammer shuts down for 1 minute, losing all magical properties. It functions as a non-magical Maul during this time. |
6 | 🌀 Unstable Polarity – For the next minute, any creature that hits you with a melee attack takes 1d6 lightning damage but you also take 1d4 lightning damage in response. |
7 | ⚙ Magical Surge – The next spell you cast within 1 minute is automatically upcast by 1 level without expending a higher-level spell slot. |
8 | ⚡ Arc Flash – The next attack with the Mercury Hammer fires an arcing bolt of energy that jumps to up to 3 additional creatures within 10 ft., dealing 1d6 lightning damage each. |
9 | 🧲 Magnetic Pulse – All metal weapons and armor within 15 ft. are pulled toward you. Creatures wearing metal armor must make a DC 15 Strength saving throw or be pulled 5 ft. closer. |
10 | 🔄 Charge Redistribution – You regain 1d4 spell slots of 1st level, but you also lose one use of Overcharge Strike until the next long rest. |
11 | ⚡ Empowered Overdrive – Your next melee attack within 1 minute automatically hits and deals an extra 2d6 lightning damage. |
12 | 🔊 Resonant Echo – The next Thunder damage effect you use within 1 minute is doubled in range and knocks enemies back 10 feet. |
13 | 🏃 Speed Burst – For the next minute, your movement speed doubles, and you can Dash as a bonus action. |
14 | 🔄 Hextech Recovery – You immediately regain one expended use of Overcharge Strike, Shockwave, or Lightning Arc. |
15 | ⚡ Arcane Synchronization – For the next minute, the Mercury Hammer counts as a spellcasting focus, and you can cast Lightning Bolt once without expending a spell slot. |
16 | ⚡ Hextech Stabilization – The Mercury Hammer automatically stabilizes and becomes immune to Wild Magic Surges for the next hour. |
17 | 💥 Controlled Detonation – As an action, you can release a controlled shockwave in a 10-ft. radius, dealing 3d6 lightning damage (DEX save DC 15 for half). This does not consume any abilities. |
18 | ⚙ Hextech Adaptation – The Mercury Hammer gains a random infusion effect (chosen by the DM) until the next long rest. |
19 | ⚡ Energy Overflow – You gain advantage on all attack rolls and saving throws for 1 minute as energy crackles around you. |
20 | 🔥 Ultimate Surge – The Mercury Hammer enters a perfectly calibrated state for 1 minute. All attacks with the weapon automatically deal max damage, and Overcharge Strike costs no uses during this duration. |
🔹 How to Use This in Play
- Roll on this table whenever you force the Mercury Hammer beyond its limits, such as stacking Overcharges, pushing the Hextech Crystal too far, or intentionally triggering an Overclock.
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