Base Class: Fighter
You were cursed by a deity for their own entertainment, given magical boons that you cannot control.
Wild Magic Surge
Starting At 3rd level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you attack. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. Your spell save DC is equal to your strength score.
|
D100 |
Effect |
|
1 |
You are sent into a coughing fit, giving you disadvantage on your next weapon attack. |
|
2 |
You become frightened of the closest creature to you for 1 minute. |
|
3 |
A used toothpick appears in your hand. You have no idea where it came from, and someone will try to take it from you, claiming that you stole it. |
|
4 |
Your neck extends by 1d6 inches for 1 hour. |
|
5 |
A banana with a face on it appears in your hands for you to lay on the floor. If someone’s passive perception is lower than 12, they don’t notice the banana and if they move through the banana with their walking speed, they must succeed a DC 15 Dexterity saving throw or fall prone. |
|
6 |
You fall deeply in love with the next creature that you see, as if you are charmed by them. |
|
7 |
A tasty apple appears in place of a random, non-magical piece of equipment that you own. If consumed, the apple heals 30 hit points. |
|
8 |
You are able to swim in land for the next minute. |
|
9 |
You gain an irrational fear of being safe for the next minute. |
|
10 |
A Small Poisonous Snake appears within 10ft. of you, acting as your familiar until it dies. |
|
11 |
You can only move in a zig-zagging pattern for the next minute. |
|
12 |
Your eyes flutter and you fall asleep for 1 minute. |
|
13 |
You turn to the closest creature and attack them as if driven by sheer spite. |
|
14 |
Your body becomes gooey and green for 1 minute, and you can only make warbling noises instead of speaking. |
|
15 |
You have to dramatically narrate each action you take for the next minute. |
|
16 |
A Lizardfolk appears within 10ft. of you, controlled by the DM. |
|
17 |
You feel the need to eat the closest plant. |
|
18 |
On your next turn, you can use Action Surge for free. |
|
19 |
You insult the closest person to you. |
|
20 |
You suddenly loudly proclaim “I didn’t kill anyone!” |
|
21 |
You suddenly feel that the safety of your equipment is more important than the safety of your friends for 1 minute. |
|
22 |
You try and grapple the closest creature to you and tell them that you “Just want to cuddle” and you then aggressively threaten the grappled creature. |
|
23 |
Your voice becomes extremely high-pitched for 1 minute. |
|
24 |
You suddenly start dramatically explaining your backstory in a long-winded fashion for 1 minute. |
|
25 |
You suddenly plead to the closest creature for a pet Tarrasque for 1 minute. |
|
26 |
You turn to the closest creature and say, “I’m done talking to you now” and you try to walk away, but you keep being teleported back to the creature that you are trying to walk away from. |
|
27 |
You become an atheist for 1 minute. If you are already an atheist, you believe in the gods for 1 minute. |
|
28 |
You become a pacifist for the next minute. If you are already a pacifist, then you bite the closest creature, and then come to your senses. |
|
29 |
You drop all of your weapons and equipment and start praying to a random deity decided by the DM. |
|
30 |
The only thing that you can say for the next 10 minutes is “wahooo!” |
|
31 |
You suddenly proclaim that you “never wanted to be a fighter in the first place.” |
|
32 |
You are able to fly for 1 minute. |
|
33 |
You decide what you are having for dinner tonight and you tell the closest creature all about it. |
|
34 |
You decide to change your name. |
|
35 |
You throw up everywhere and gain one level of exhaustion. |
|
36 |
You stop the closest creature and tell them that they have violated the law. If they tell you they didn’t do anything wrong, then you attack them. |
|
37 |
A puppy appears within 10ft. of you which is controlled by the DM |
|
38 |
A sudden burst of wind is conjured in front of you, pushing anyone within 40ft. of you 60ft. away. |
|
39 |
You can only speak in broken English for the next minute. |
|
40 |
You add the word “See?” to then end of each of your sentences for the next minute. |
|
41 |
You gain an extra use of your Second Wind ability. |
|
42 |
You can make another attack. |
|
43 |
A Brown Bear appears within 5ft. of you that is willing to fight for you. |
|
44 |
You cast enlarge on yourself. |
|
45 |
A random one of your melee weapons (chosen by the DM) starts glowing and buzzing with electrical energy. The next attack done with it will do an additional 2d6 lightning damage. |
|
46 |
You cast heat metal at 3 level on a random creature’s armour. If there is no creature in range wearing armour that can be affected by heat metal, you cast it on your own armour. If that doesn’t work, you cast fireball at 3 level centred upon yourself. |
|
47 |
If you are reduced to 0 hit points within the next hour, you get back up, healing 100 hit points while missing a leg and you then insult whoever reduced your hit points to 0. |
|
48 |
You can disengage as a bonus action for the next minute as you bravely run away. |
|
49 |
You do 5 unarmed strikes against the closest creature to you. |
|
50 |
You are targeted by a Lightning Bolt spell casted at 3 level that descends from the heavens. |
|
51 |
A group of flies surround you head, giving you disadvantage on perception checks and ranged weapon attacks for 1 minute. |
|
52 |
A pair of black sunglasses appear over your eyes, giving you advantage on charisma saving throws for a minute. |
|
53 |
You start uncontrollably defecating. |
|
54 |
You are surrounded by electrical energy for the next minute. During this time, if someone starts their turn when within 10ft. of you, they take 2d4 lightning damage and must succeed a DC 15 constitution saving throw or be paralyzed for 1 minute. They can repeat the saving throw on their next turn. |
|
55 |
A magical sword appears in your hands. The sword does 25 force damage and automatically but lowers your armour class to 1. The sword disappears after 1 minute. |
|
56 |
You drop any weapon that you are currently holding |
|
57 |
You open your mouth, and an extra hand comes out for wielding 1 extra light weapon, or for holding a shield, or use somatic components for spells. This lasts for 1 minute. |
|
58 |
One of your arms suddenly disappears for 1 minute, along with anything else that you were holding in that hand. They reappear in 2 rounds in the same position that it was in. |
|
59 |
Any shield or sword that you are holding glues itself to your arm for 1 minute, giving you a free hand. |
|
60 |
You decide to be a bit… unusual by only using swords as throwing weapons and only using bows when within 5ft. of another creature for 1 minute. |
|
61 |
You drop your weapons and decide to use your fists for the next 3 rounds. During this time, your unarmed strikes become magical and do 1d12 bludgeoning damage each. |
|
62 |
You cast Haste on yourself as a 3 level spell. |
|
63 |
You are given the idea that you can fly, even though you can’t for 1 minute. |
|
64 |
You cast Green Flame Blade. |
|
65 |
Your wisdom score drops to 1 and you see everyone around you as someone who could do no wrong for 1 minute. |
|
66 |
Your weapons are wreathed in an icy glow. Any weapon attacks that you make in the next minute do an extra 3d6 cold damage for 1 minute. |
|
67 |
Your next weapon attack does half damage and makes a feeble squeak sound as it hits. |
|
68 |
Your next weapon attack does double damage and makes an explosion sound as it hits. |
|
69 |
You decide that now would be a perfect time to take a short rest. |
|
70 |
You become confused for 1 minute. |
|
71 |
A giant leaf appears in your hands which can be used as an action to blow other creatures 20ft. away. |
|
72 |
You start drowning in air and can breathe normally in water for the next minute. |
|
73 |
A Gold Dragon Wyrmling appears within 30ft. of you, which is controlled by the DM. |
|
74 |
You gain resistance to all damage for 1 minute. |
|
75 |
Your hearing capacity is increased to ridiculous amounts. For the next minute, you take 5 thunder damage when you start your turn and are vulnerable to thunder damage. |
|
76 |
You gain an extra eye on a stalk. |
|
77 |
Your skin hardens. You gain +1 to AC for the next minute. |
|
78 |
You polymorph into a Green Dragon Wyrmling for 1 minute. |
|
79 |
You get the alert feat for the next minute. |
|
80 |
For the next minute, if you fully open your mouth, anything within 30ft. of you must succeed a DC 15 dexterity saving throw or be pulled within 5ft. of you. |
|
81 |
You gain proficiency in all skills for the next minute. |
|
82 |
You become blinded for 1 minute. |
|
83 |
You freeze in a block of ice for 1 minute and are paralyzed. |
|
84 |
You start glowing an ominous green colour and you can cast Animate Dead for the next minute. |
|
85 |
If any spell is casted within the next minute, you cast Counterspell on it at 9 level. |
|
86 |
Your eyes glow white, and you have 60ft. of truesight for the next minute. |
|
87 |
All of your weapons do force damage for the next minute. |
|
88 |
You become invisible as if under the affect of the Invisibility spell for 1 minute. |
|
89 |
Your armour becomes translucent for the next minute, and you lose all benefits that your armour would give you. |
|
90 |
You turn into a baby for the next minute. Your size becomes small, you cannot use weapons or armour and all of your ability scores are reduced to 1 for 1 minute. |
|
91 |
You cast Banishment on yourself. |
|
92 |
You start glowing purple and can cast Misty Step for the next minute. |
|
93 |
You grow a long tail for 1 minute. During this time you can use your tail to do a bonus action unarmed strike. |
|
94 |
A Polar Bear appears within 30ft. of you, which is hostile towards you. |
|
95 |
You polymorph into a Crab for 1 minute. |
|
96 |
A random one of your weapons turns into a crystal worth 10,000 Gold Pieces. |
|
97 |
Everything that you say for the next minute must rhyme. If you fail to rhyme, you take 20 psychic damage. |
|
98 |
You do not understand anything said to you for the next minute. |
|
99 |
Your weapons start glowing with green energy. Your weapons deal an extra 3d6 necrotic damage for the next minute. |
|
100 |
You regain all hit points as well as all uses of Action Surge. |
Lucky Attack
Starting at 7th level, you can now land a critical hit at a 19 as well as a 20.
Double Luck
Starting at 10th level, when you roll on the Wild Magic Surge, you can have the effect that it gives you happen twice.
Wild Magic Increase
Starting at 15th level, Wild Magic activates on a 2 as well as a 1.
Wild Magic Protection
Starting at 18th level, when your Wild Magic activates, you gain +3 to your AC until the start of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/14/2024 1:57:54 PM
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4
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1
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1
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Coming Soon
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5/2/2024 9:32:56 AM
|
25
|
2
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1.1
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Coming Soon
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