Level
1st
Casting Time
1 Action
Range/Area
Sight
Components
None
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You tear open the lid of an extradimensional toy box and release a single maniacal toy. The toy performs a chaotic stunt before vanishing.

Choose a point or creature you can see within range then roll on the Maniacal Toy Box table. 

The die you roll is based on your character level:

  • Level 1: roll 1d4 (use results 1–4)

  • Level 2: roll 1d8 (use results 1–8)

  • Level 3: roll 1d10 (use results 1–10)

  • Level 4: roll 1d20 (use results 1–20)

  • Level 5 or higher: roll 1d100 (use results 1–100)

Toy Alignment: 60 results are mostly beneficial, 30 are double-edged, and 10 are backfires.

 

Maniacal Toy Box Table

  1. Clockwork Punch-Jack [B] – Single target Dex save; 1d8 force and 5 ft push (half/no push on success).

  2. Tin Tripline Patrol [B] – 10 ft tripline; first creature Dex save or fall prone and 1d4 bludgeoning.

  3. Squeaky Shield Balloon [B] – Ally gains 1d6+mod temp HP and disadvantage on Stealth until your next turn.

  4. Marionette Snag [B] – Target Wis save; fail: speed 0 and no reactions; success: no reactions only.

  5. Jitterspin Top [B] – Target Con save; fail: no reactions and disadvantage on next attack; success: no reactions.

  6. Rubber Reality Ball [D] – Up to 2 creatures Dex save or you slide each 5 ft.

  7. Puzzle Box Hint [B] – One creature gains +1d4 to next attack/check/save before your next turn.

  8. Trick Pop-Gun [D] – Ranged spell attack: hit 2d4 force and push 5 ft (Str save), miss may deal 1d4 force to nearby creature.

  9. Jack-in-the-Noise Box [D] – Small AOE; creatures you choose Wis save or 1d4 psychic and disadvantage on next attack.

  10. Toy Halo of Misbalanced Luck [B] – You +1 AC; chosen creature -1 to next attack; if it hits, you can gain 1d4 temp HP.

  11. Clacking Teeth Swarm [B] – Target Dex save; fail: 2d6 piercing and -10 ft speed; success: half damage only.

  12. Tin Soldier Firing Line [B] – Target Dex save; 3d4 force (half on success); if it drops to 0 HP, you gain 1d4 temp HP.

  13. Yo-Yo Hook [B] – Target Str save or pulled 10 ft; success lets you move 10 ft toward/away instead.

  14. Cursed Jackstones [D] – 10 ft radius hazard; first creature entering/starting Dex save or 2d4 piercing and speed halved.

  15. Balloon of Buoyancy [B] – Target Str save or -10 ft speed and disadvantage on Str checks/saves; prone targets stand up.

  16. Toy Grenade Cart [D] – 5 ft radius explosion; Dex save or 2d6 fire (half on success), all creatures in area.

  17. Inverted Toy Sword [B] – Ally heals 1d6+mod; enemy within 60 ft takes 1d6 force.

  18. Dominoes of Fate [B] – 15 ft line; Dex save or prone; if 2+ fall, you can move 10 ft without provoking.

  19. Jack-in-the-Luckbox [D] – d4 random benefit/harm (buff ally save, damage enemy, your next attack advantage, 10 ft burst of 1d4 temp HP).

  20. Toybox Tantrum (Minor) [F] – Burst 10 ft at point: creatures you choose Dex save or 1d6 force and push 5 ft; you take 1d4 psychic.

  21. Giant Jack-Hammer [D] – 10 ft radius; Dex save or 3d6 bludgeoning and prone (half/no prone on success).

  22. Tin Phalanx [B] – Ally gains +2 AC and advantage on Str saves vs move/prone until your next turn.

  23. Marionette Override [D] – Target Wis save; fail: first attack next turn must hit your chosen creature with disadvantage; success: disadvantage only.

  24. Gyro-Top Whirlwind [D] – 10 ft radius; Con save or 2d6 bludgeoning and no reactions (half/no reactions on success), all creatures.

  25. Rubber Space Bounce [B] – You teleport up to 15 ft; one adjacent enemy Dex save or fall prone.

  26. Nested Doll Bodyguard [B] – Ally gains guardian; next damage reduced by 2d6 then doll breaks.

  27. Dice of Dubious Inspiration [D] – One creature gets +1d6 to next roll, but a natural 1 on that roll deals 1d6 psychic to it.

  28. Wind-Up Cavalry [B] – Target Dex save; fail: 3d4 piercing and push 10 ft; success: half/no push.

  29. Confetti Cannon [D] – 15 ft cone; Dex save or blinded until your next turn; all affected then gain 1d4 temp HP.

  30. Toybox Tantrum (Major) [F] – You center 10 ft burst: Dex save or 2d6 force and push 10 ft (half/no push on success), including you.

  31. Jack-in-the-Giant [D] – Target Dex save; 4d6 bludgeoning (half on success); if it drops to 0, nearby creatures you choose Dex save or 1d6 force and prone.

  32. Toy Soldier Volley [B] – Up to 3 creatures within 60 ft each take 1d6 force (no save) or can drop prone as reaction to avoid it.

  33. All-Strings Attached [D] – Up to 2 creatures Wis save; fail: both restrained until your next turn; success: speed halved; if one dies restrained, other takes 2d6 psychic.

  34. Top of Turbulence [B] – 10 ft radius zone; entering/starting Con save or disadvantage on attacks that turn; allies there also get +2 AC.

  35. Balloons of Burden [D] – Up to 3 creatures Str save or lifted slightly, speed 0 until your next turn (you may also be affected).

  36. Puzzle Box of Probability [B] – Before your next turn, you can force any one visible roll to be rerolled, new result stands.

  37. Toy Train Collision [D] – 20 ft line; Dex save or 3d6 force and prone (half/no prone on success), all creatures in line.

  38. Teddy Bear Embrace [B] – Ally gains resistance to nonmagical B/P/S until your next turn and 1d6 temp HP.

  39. Musical Box of Mania [D] – 15 ft radius; Wis save or creatures dance in place (no opp attacks) and disadv. on Concentration checks until your next turn; success: immune to charm until then.

  40. Toybox Implosion [F] – You take 2d6 psychic and Con save or lose concentration; one random enemy in 30 ft heals 1d6 HP and gets +1d4 to next save.

  41. Colossal Punch-Jack [D] – 15 ft radius; Dex save or 4d8 force and prone (half/no prone on success); objects smashed.

  42. Tin Battalion [B] – Up to 3 allies gain +1d4 damage and advantage on saves vs frightened until your next turn.

  43. Grand Marionettist [D] – Up to 2 creatures; you reposition each up to 15 ft (hostiles get extra Wis save with advantage at end of their turns).

  44. Temporal Spin-Top [B] – Gain 1 extra reaction before your next turn (for OA or a cantrip vs a creature leaving your reach).

  45. Inflatable Labyrinth [D] – 20 ft radius bouncy area; speed halved; entering/starting Dex save or prone; successes gain +1d4 to their next Dex save.

  46. Puzzle Gate [B] – You and up to 2 willing creatures teleport up to 30 ft; adjacent enemies Wis save or frightened of you until your next turn.

  47. Toy Dragon Firework [D] – 30 ft line; Dex save or 4d6 fire and ongoing 1d6 fire at start of turns (action to extinguish); half/no ongoing on success; affects all.

  48. Clown Car Unload [D] – 1d4 Tiny helpers spill out and each use Help on random nearby creatures (could be enemies), then vanish after 1 round.

  49. Dice Storm [D] – 10 ft radius; Dex save or 3d6 bludgeoning and disadv. on Concentration checks this round; allies hit also gain +1d4 to next attack.

  50. Catastrophic Jack-Spring [F] – You and creatures within 5 ft Dex save or 3d6 force and thrown 15 ft in random directions; half/no move on success.

  51. Toy Parade of Courage [B] – Allies within 30 ft gain advantage on Wis saves and temp HP equal to your casting mod until your next turn.

  52. Shadow Soldier Ambush [B] – Target Dex save; fail: 3d6 necrotic and -10 ft speed until your next turn; success: half/no slow.

  53. Marionette Reversal [D] – Target Wis save; fail: next time it targets an ally, it instead targets an enemy if possible; success: its next attack vs you is at disadvantage.

  54. Gravitic Top [D] – 15 ft radius; Str save or pulled 10 ft to center and prone; success: no effect; you are immune.

  55. Hot Air Armada [B] – 3 spectral balloons move allies of your choice up to 10 ft up and 10 ft sideways, no opp attacks; descend safely at your next turn.

  56. Puzzlebox Rewind [D] – When a creature within 60 ft rolls a natural 20, that becomes a 10; you take 2d6 psychic.

  57. Toy Cannon Barrage [D] – Three separate 10 ft radius blasts; each Dex save or 2d8 force (half on success); blasts can't overlap.

  58. Stuffed Guardian Phalanx [B] – Up to 3 allies; next time each would be hit, attack is rerolled and new result used.

  59. Clockwork Chaos Carousel [D] – 20 ft radius; chosen creatures Dex save or moved 10 ft around center and disadvantage on their next opportunity attack.

  60. Toybox Meltdown [F] – You take 1d6 psychic and immediately roll again; apply that toy effect centered on you if possible.

  61. Giga Punch-Jack [D] – Target Dex save; fail: 6d8 force and pushed 20 ft; success: half/no move; on fail you also take 1d6 psychic.

  62. Tin Army Surge [B] – Allies within 30 ft can immediately move 10 ft without provoking.

  63. World-String Marionette [D] – Target Wis save; fail: you control its movement next turn (it chooses actions); success: its next attack has disadvantage.

  64. Magnifying Top [B] – Ally's first hit before your next turn deals max damage on weapon/spell dice.

  65. Balloon Storm [D] – 20 ft radius; creatures Str save or restrained by balloons until your next turn (escape Str/Dex); success: no effect.

  66. Puzzlebox Paradox [D] – Next time target would deal damage, 1-2 half, 3-4 double; if doubled, you take 2d6 psychic.

  67. Toy Colossus Foot [D] – 10 ft square stomp; Dex save or 5d6 bludgeoning and prone; half/no prone on success; allies can get advantage by taking 1d6 psychic.

  68. Carnival of Phantoms [D] – 30 ft cone; Wis save or frightened of you and must move away; allies in cone also save but on success get advantage on their next attack.

  69. Cascade of Dice [D] – 20 ft cube; Dex save or 4d6 bludgeoning (half on success); damaged creatures may reroll one die on their next roll.

  70. Toybox Inversion [F] – Until your next turn, bonuses on d20 rolls for you/allies within 30 ft become penalties and penalties become bonuses.

  71. Heroic Toy Parade [B] – Allies within 30 ft gain advantage on next attack and 1d8 temp HP.

  72. Clockwork Time-Out [B] – Target Wis save; fail: stunned until end of current turn (if reaction) or start of next turn (if action); success: speed halved.

  73. String-Snare Mass [D] – Up to 3 creatures Dex save or restrained until your next turn; success: speed halved.

  74. Infinite Top [D] – 10 ft radius difficult terrain for 1 minute (concentration); entering/starting Dex save or prone; you have disadvantage on Concentration checks for other spells.

  75. Balloon Evac [B] – Up to 3 allies within 30 ft moved up to 20 ft to spaces you can see, no opp attacks, then safely set down.

  76. Puzzlebox Insight Bomb [D] – 15 ft radius; Wis save or stunned until start of next turn; success: advantage on next attack instead.

  77. Toy Artillery Strike [D] – 10 ft radius within 120 ft; Dex save or 5d6 force (half on success); afterward you can't use this result again until long rest or take 3d6 psychic for each extra use.

  78. Stuffed Beast Rampage [D] – Target Dex save or 4d6 bludgeoning and grappled; while grappled, your speed 0 as well.

  79. Jack-in-the-Worldbox [D] – Random 20 ft radius within 30 ft: Dex save or 3d6 force and prone (half/no prone on success); you pick 1 immune creature in area.

  80. Toybox Cataclysm Ripple [F] – You gain 1 level of exhaustion; creatures within 30 ft Wis save or frightened of you until your next turn; you can't cast this spell again until long rest.

  81. Reality Punch-Jack [D] – Target Dex save; fail: 8d8 force and pushed 30 ft (extra 2d8 if it hits a surface); success: half/no push; you take 2d6 psychic.

  82. Tin Army Battlefield [B] – 30 ft radius; for 1 minute (concentration) allies inside gain +1 AC and advantage on death saves.

  83. Total Marionette [D] – Target Wis save; fail: you control its movement and action next turn; success: advantage on its next attack vs you.

  84. World-Spinning Top [D] – 30 ft radius; Con save or confusion until your next turn; success: no effect; when confusion ends, creatures gain 1d4 temp HP.

  85. Balloon Planet [D] – 60 ft radius; Str save or float 20 ft up (speed 0) until your next turn then fall; you choose up to 3 auto-successes.

  86. Puzzlebox Rewrite [D] – Change any roll in last round to a natural 10; your Concentration checks until your next turn have disadvantage.

  87. Toy Colossus Rampage [D] – Huge toy makes 2 area attacks (stomp/swipe) vs creatures you choose in 15 ft; each 6d6 bludgeoning (Dex save half); if nothing drops, you take 3d6 psychic.

  88. Carnival of Worlds [D] – 30 ft radius for 1 minute (concentration): difficult terrain; creatures have advantage vs fear/charm but disadvantage on Perception; once/round you can force 1 attack vs you to reroll.

  89. Dice of Destiny [D] – Roll 1d20: 1-10 your next d20 this combat is a natural 1; 11-20 your next d20 this combat is a natural 20 (applies automatically).

  90. Toybox Overload [F] – You take 4d6 psychic and are stunned until your next turn; allies within 30 ft gain advantage on next attack and 2d6 temp HP.

  91. Ascendant Punch-Jack [D] – Target Dex save; 10d8 force (half on success); if it drops to 0 HP, you regain a spell slot used to cast this spell (up to 3rd); on fail, you also take 2d6 psychic.

  92. Grand Tin Host [B] – Allies within 60 ft gain +2 AC and advantage on all saving throws until your next turn.

  93. Master Marionettist [D] – Up to 3 creatures; Wis save or you choose their movement and targets next turn (they roll); success: disadvantage on first attack.

  94. Absolute Top [D] – 30 ft radius centered on you; for 1 round ranged attacks have disadvantage and melee attacks have advantage; Con save or you fall prone at end of your turn.

  95. Balloon of the Cosmos [D] – You or ally within 30 ft is banished (no save) until your next turn; when returning, they heal 4d8 and all conditions on them end.

  96. Puzzlebox of Final Answers [D] – For 1 minute you have advantage on Int checks/saves and know exact HP of visible creatures; gain 1 level of exhaustion when it ends.

  97. Ultimate Toy Storm [D] – Roll 3 more times on this table (reroll duplicates); apply all 3 effects; then you take 4d6 psychic.

  98. Toybox Breaks Loose [F] – DM chooses the most inconvenient toy result (1-97) and applies it in the worst way for you; afterward you gain 3d6 temp HP.

  99. Toybox Apotheosis [D] – For 1 minute (concentration), whenever you cast a spell of 1st+ level you may roll once on this table and apply the result; each time you do, take 1d6 psychic.

  100. Critical Toybox Surge [F] – 60 ft radius; Wis save or 4d8 psychic and stunned until your next turn (half/no stun on success); then roll twice on this table and apply only beneficial [B] results where you choose.

 

Available For: Sorcerer (Legacy) Sorcerer

Sharp1337

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