You become extremely physically ugly for 1d4 hours, losing 2 points of CHA. For the next minute, you gain resistance to poison and psychic damage. Sure, you could play them like any other character, but much like a warlock or a paladin, this particular brand of abilities and origins lends itself to some really interesting character development. It can keep a martial level with others, without letting them dominate the game. Such creatures gain. For the next minute, any creature you touch takes 2d6 lightning damage. A random creature within 60 feet of you becomes poisoned for 1d4 hours. The effect lasts for 1d6 days. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. You cast magic missile as a 5th-level spell. This name generator will give you 10 random names for potions, elixirs and other concoctions. Any spell can gain sentience, even if its a spell as seemingly mundane as comprehend languages (I imagine it would act much like an extremely intelligent guide to the land with the obvious ability to speak any language). For the next hour, any time you make an ability check, roll 1d6 and add the result. You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. Requires level 70. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. The potion is considered as very rare, and quite valuable. Think of Rogue from X-Men or Elsa from Frozen. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. Check out my blogfor homebrew D&D stuff and other projects! You fall prone and drop everything you are carrying. You gain proficiency in one tool or weapon type you dont already have for 1 day. You feel lucky. 3. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. Only a spell such as. You glow with bright light in a 30-foot radius for the next minute. If the roll is odd, you shrink. If you fail the saving throw, you turn into a sheep for the spells duration. This crafting method can only create the base potion for healing (2d4+2 returned hit points). Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. I really like this, but some of the things are a little weird. All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. A coil of 50 feet of hempen rope immediately appears and ties you up. You are protected from Plants for 1 day. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. Lost Laboratory of Kwalish. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. However, you lose the ability to speak one language you already know. You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! Choosing a monster affiliated with your deity and gaining one of its abilities. 2. Sell Price: 50. However a mage accesses their magic, both sources (in the Forgotten Realms at least) tap into a deeper, underlying layer of energy known as The Weave. You must spend more sorcery points each time. 0905 Caster finds a potion that can turn him into an invisible cat . Open flames in the area are extinguished. The table isn't designed to be a punishment to roll on, but more of a "Does fate want to help you, does fate want some random stuff to happen, or does fate want to murder you?". General Wikidot.com documentation and help section. Most of the casting classes have learned to control magic through rigid rituals and precise incantations. Below is a Wild Magic Table extended to 100 effects. Wild Magic Table 5e : dnd Guide. Randomness and uncertainty are a part of why people play D&D. Interestingly enough, neither of these subclasses directly reference tears in the weave. Make a, You are protected from Elementals for 1 hour. Your height changes by a number of inches equal to the roll. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. So the next roll is a 1 or a 2. You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. For the next hour, any time you make an ability check, roll 1d4 and add the result. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. Other events or actions may also result in rolling on the table. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. Spellcasters may take ranks in the Wild Magic skill to mitigate some of the randomness, and this provides a path towards learning new feats to gain even more control. There are, naturally, a million ways you could go, but when you focus on the characters perception of their own powers, you give yourself a huge jumping pad for further character exploration. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You are immune to intoxication for the next 5d6 days. Caster's hands become covered in sticky goop. The creature can repeat the saving throw at the end of each of its turns. Potion name generator . 3d6 random gems appear near you, worth 50gp each. You recover all your expended spell slots. Optional rule: Instead of a flat 5% chance of Wild Magic Surges occurring when spells are cast, it was suggested that you roll d20 and subtract the level of the spell. Maximum Power. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. First, they have unpredictable effects on spells cast within them. Those with a rich cultural history of magic use may seek to infuse their barbaric rage with the mystical currents that run throughout the multiverse. If the roll is even, you gain it. It turns to snow 1 minute later. Download the client and get started. The power of your magic is strong! You break your attunement with 1d3 of your magic items to which you are attuned. If the roll is even, you get older. Such creatures cannot attack you or harm you unless they succeed on a. You feel like a wild animal, and you have a sudden urge to hunt and kill. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. In these areas, spells would behave erratically, causing anything from a backfired spell to a plaque of floomphs. You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to, For any spell that requires a saving throw you cast within the next minute, the target gains. Requires Level 70. An eye appears on your forehead for the next minute. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. . Going in order of publication, we start with the wild magic sorcerer, one of the two sorcerous origins that was released with the introduction of 5e. Your arms stretch. Your size decreases by one size category for the next minute. You cast disguise self and appear as the nearest humanoid to you you can see. While a plant, you are incapacitated and have vulnerability to all damage. Spells. On a success, you vomit and the effect ends. You can't speak for 1 minute. The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. They also get to have that amazing moment where they unleash their full power and really embrace it, taking them down a path of isolation, power hunger, or acceptance its kind of dealers choice at that point. 6 Chromatic Rose: Elemental Roses That Can Either Protect Or Damage Creatures. If you fall within the next day, you automatically have the benefit of the. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. 906. Also, as Bloodcinder pointed out in a comment, this is an optional rule. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. and our SHAPECHANGE into your favorite animal but you can still talk. Your feet sink into the ground, making you completely immobile for one minute. You may immediately take 1 additional action. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). Both the wild magic sorcerer and the path of wild magic barbarian have abilities that reflect this chaotic side of the Weave. You are instantly resurrected if you are killed within 24 hours of drinking this potion. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. How can you be under the effect of that for days? Not the biggest part, but from the most committed roleplayer to the most meticulous power gamer, everyone holds their breath when the time arrives for a big dice roll. A close review of the possible results will reveal that most of the effects in the original PHB table appear in this table as well. Such creatures cannot attack you or harm you unless they succeed on a. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. You become poisoned until you use your action to make a DC 12 Constitution check. The rules are unchanged. You can picture this as a blast of arcane energy pouring out of these warriors hearts and unleashing a particularly nasty brand of chaos on the battlefield. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Or your magic could be a fluke of your birth, with no apparent cause or reason. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. A. Such creatures cannot attack you or harm you unless they succeed a on a, Your fingernails and toenails grow to an uncomfortable length. The sorcerer, for example, says that you might have received your abilities from exposure to some form of raw magic, like a planar portal or the Elemental Chaos. Dust of Corrosion. The options largely fall into four categories: harmless sensory effects that present an interesting roleplaying opportunity or maybe a small inconvenience, a sizable mechanical benefit, a serious mechanical drawback, and something that could be good or bad depending on where youre standing or who the effect targets. This homebrew does not modify the Wild Magic Sorcerer origin. Even though that random occurrence may be beneficial. A, You gain a random form of short-term madness (see the. At 14th level, you gain a modicum of control over the surges of your wild magic. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. 1-3 (15%) is the first column (extreme), 4-9 (30%) is the middle column (moderate), and 10-20 (55%) is the third column (nuisance). Comment by RedwoodElf "Wild Magic" is probably a reference to the Wild Magic in Stephen R. Donaldson's Chronicles of Thomas Covenant the Unbeliever. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). It disappears at the end of your next turn. Of course, it mightve just had something to do with barbarians being known for easier gameplay, and making another d100 table couldve been a bit over the top. From the perspective of everyone else, you cease to exist during that time. For the next day, any time you make an ability check, roll 1d6 and add the result. chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. However, if they dont like the result of the roll, they can roll again, but they must add another d10 to the pool and reroll all the dice. That's very odd. To roll for a wild magic surge, roll a number of d10 equal to the spells level + 1, and compare the total result to the Weird Wild Magic Surge table below. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. Necromancy plays with the delicate balance between life and death. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage as magic lashes out in retribution. Cabbages sprout abundantly within a 30' radius. Notify administrators if there is objectionable content in this page. You cast faerie fire centered on yourself. You are protected from Fiends for one hour. You become invisible for the next minute. You teleport up to 60 feet to an unoccupied space of your choice that you can see. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. Your eyes permanently change color. You are surrounded by faint, ethereal music for the next minute. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. Privacy Policy. We trust you, as the DM, to come up with suitable solutions. Most fights are easily won with Sleep anyway. You are vulnerable to Undead for 1 hour. If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. When drunk, a creature can breathe underwater for 1 hour. Under the light of the day, you appear normal; by firelight or the light of the moon, you appear hideous (the other players decide how). I played my first tabletop RPG (Pathfinder 1e, specifically) in college. They can continue doing this until they are happy with the result or they roll 10d10. Creature gains the effect of the etherealness spell for 1 hour. View wiki source for this page without editing. Target is not affected, TEMPORAL HICCUP take an additional action immediately, TEMPORAL SKIP lose next action, bonus, and reaction, GRAVITY WELL Encumbrance triples for 1d6rds within 30ft, MAGIC SURGE AOE creatures within 30ft take, LIFEFORCE ABSORPTION each creature within 30ft takes 1d10necrotic and caster gains temp hp equal to total damage dealt, TIME SLOW FIELD 30ft AOE to everyone but caster, WEAPONS BECOME ETHEREAL AOE 30ft for 1d10rds, MAGICAL STASIS incapacitated and immune for 1d10rds, DISARM all creatures within 30ft with STR contest vs DC 12, LUCKY next ability/attack is a Natural 20 or an Advantage, UNLUCKY next ability/attack is a Natural 1 or at Disadvantage, TRANSPOSITION everyone within 60ft random switches position with each other, TEMPORAL REWIND all actions this round by anyone acting after the caster within 120ft must be rerolled and second roll must be taken, FACE OTHER DIRECTION AOE affects all creatures within 30ft, RETCHING VOMIT, lose all actions until end of round, DISENTEGRATING ITEM random non-magical item, ECTOPLASMIC GOO spontaneously appears on things within 10ft. If you are not wearing pants, you instead fall prone. For the next minute, you regain 5 hit points at the start of each of your turns. Until you use a bonus action or action to raise them up again, your walking speed is reduced to 10 feet and you have disadvantage on Strength and Dexterity saving throws. Additionally, a fun house rule that I'm also using is that every time you roll for a Wild Magic surge, if you don't get a 1, the DC goes up by one. A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a unicorn appears within 30 feet of the character. Maximize the damage of the next damaging spell you cast within the next minute. Both effects will apply. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. Cast time: 3 sec. You regain hit points equal to the sum of the necrotic damage dealt. You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. Creative Commons Attribution-ShareAlike 3.0 License. Our first exposure to this strange energy was in wild magic zones. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute.