Bard
Base Class: Bard

I mean its a wild magic bard. What else needs explaining?

Wild Magic

When you join the College of Wild Magic at Level 3, your magic can sometimes go awry and you have you have to roll a d100. If it gets below the spell level times 10, roll on the wild magic table.

01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You regain all expended bardic inspiration dice.

Wild Weapon

When you make a melee attack, roll a d100. When you get below a 30 roll on the random melee weapon table. This weapon lasts until the end of your turn where it reverts back to what it was before.

01-02 Club 1d4 Bludgeoning Light
03-04 Dagger 1d4 Piercing Finesse, light, thrown (range 20/60)
05-06 Greatclub 1d8 bludgeoning Two-handed
07-08 Handaxe 1d6 slashing Light, thrown (range 20/60)
09-10 Warhammer 1d8 bludgeoning Versatile (1d10)
11-12 Light Hammer 1d4 bludgeoning Light, thrown (range 20/60)
13-14 Mace 1d6 bludgeoning -
15-16 Quarterstaff 1d6 bludgeoning Versatile (1d8)
17-18 Sickle 1d4 slashing Light
19-20 Spear 1d6 piercing Thrown (range 20/60), versatile (1d8)
21-22 Battleaxe 1d8 slashing Versatile (1d10)
23-24 Flail 1d8 bludgeoning -
25-26 Glaive 1d10 slashing Heavy, reach, two-handed
27-28 Greataxe 1d12 slashing Heavy, two-handed
29-30 Greatsword 2d6 slashing Heavy, two-handed
31-32 Halberd 1d10 slashing Heavy, reach, two-handed
33-34 Lance 1d12 piercing Reach, special
35-36 Longsword 1d8 slashing Versatile (1d10)
37-38 Maul 2d6 bludgeoning Heavy, two-handed
39-40 Morningstar 1d8 piercing -
41-42 Pike 1d10 piercing Heavy, reach, two-handed
43-44 Rapier 1d8 piercing Finesse
45-46 Scimitar 1d6 slashing Finesse, light
47-48 Shortsword 1d6 piercing Finesse, light
49-50 Trident 1d6 piercing Thrown (range 20/60), versatile (1d8)

When you make a ranged attack, roll a d100. When you get under a 30 roll on the random ranged weapon table. This weapon last until the end of you turn where it reverts back to what it was before.

1 Javelin 1d6 piercing Thrown (range 30/120)
2 Crossbow, light 1d8 piercing Ammunition (range 80/320), loading, two-handed
3 Dart 1d4 piercing Finesse, thrown (range 20/60)
4 Shortbow 1d6 piercing Ammunition (range 80/320), two-handed
5 Sling 1d4 bludgeoning Ammunition (range 30/120)
6 Blowgun 1 piercing Ammunition (range 25/100), loading
7 Crossbow, hand 1d6 piercing Ammunition (range 30/120), light, loading
8 Crossbow, heavy 1d10 piercing Ammunition (range 100/400), heavy, loading, two-handed
9 Longbow 1d8 piercing Ammunition (range 150/600), heavy, two-handed
10 Net - Special, thrown (range 5/15)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       

Wild Weapon Control

When your weapon is about to change due to a wild magic surge, you can choose which normal weapon to change it to.

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