3d6 random gems appear near you, worth 50gp each. While the official definition of wild magic might have to do with tears and distortions in the weave, a more broad view of it would define it simply as raw magic. The Chromatic Rose is a unique magic item. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. If you want to discuss contents of this page - this is the easiest way to do it. You immediately make an unarmed strike against a random creature within 5 feet of you. According to the DMG, items activate by one of . Best Dungeons & Dragons One-Shots For People New To D&D 5e. All food and drink within 30 feet of you is purified. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. 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. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. d100. They can continue doing this until they are happy with the result or they roll 10d10. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 (Strength) Athletics check. You lose 1d6x5 pounds. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. Append content without editing the whole page source. Plenty of the results also become more or less useful, problematic, or interesting based on context, which is fun and, I think, the big reason why this is such a popular subclass. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. A random creature within 60 feet of you becomes poisoned for 1d4 hours. When drunk, a creatures Strength score is increased to 23 for 1 hour. You immediately lose one unspent sorcery point. You are vulnerable to Fey for 1 hour. Perhaps a backfiring healing spell actually heals an enemy. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Your clothes become dirty and filthy. Spells cost additional bonus round cast time. From a mechanical standpoint, this means that wild magic barbarians roll on a smaller wild surge table to produce an effect whenever they enter their rage. You gain a random form of short-term madness (see the Dungeon Masters Guide). All the rations you are carrying turn to soap. 19. Below is a small table to determine which effects might happen. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a, All creatures within 20 feet of you, including you, must make a. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. You immediately gain 15 temporary hit points. You lose proficiency on all skill checks for 1 minute. If the result is 1, roll on the Wild Magic Surge table. Bobbing Lily Pad. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. Theres a small callout in the PHB that talks about The Weave of Magic. At the very end, theres a single dismissable sentence that states in places where the Weave is damaged or torn, magic works in unpredictable ways or not at all. This little tidbit is our first 5e hint at the root of wild magic. You gain resistance to all damage for the next minute. Such creatures cannot attack you or harm you unless they succeed on a. You are frightened by the nearest creature until the end of your next turn. All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute. If you die within the next minute, you immediately come back to life as if by the, UNFETTERED SURGE: Every round for 10rds roll on this table ignoring this result on subsequent rolls, MAGIC MISSLES hit nearby targets (5 missles), QUICKENED SPELLS cast times for 1action are 1bonus (10rds), MAXXED SPELLS max effects and damage (10rds), CAN'T SPEAK permanent (may be dispelled/remove curse), ALL FLAMMABLE OBJECTS ON PERSON BURST INTO FLAMES, FRIGHTENED by nearest creature until end of next turn, TARGETS ARE RANDOMIZED within 30ft of magic source, REJUVENATED (equivalent of long rest except for hp adjustment), SPELL FURCATION spell affects all creatures within 60ft of target. You cast faerie fire centered on yourself. This is, of course, a house rule, but again, it comes down to the DM. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. 905. Anyone trying to perceive you has advantage on their. Potion of Wild Magic. Notify administrators if there is objectionable content in this page. You sprout tiny fairy wings from your shoulders. If not, the result is a Chaos Burst. Class Archetype - Wild Magic Wild Magic Surge - Level 1. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Undead for one hour. Change the name (also URL address, possibly the category) of the page. You become invisible for the next minute. One of the things that Scott and I talk about a lot and incorporate readily into games we play that arent D&D 5e is the idea that magic should feel well, magical. While a plant, you are incapacitated and have vulnerability to all damage. It disappears at the end of your next turn. How about the barbarian? You gain proficiency in one tool or weapon type you dont already have for 1 day. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. View wiki source for this page without editing. When you cast a spell of 1st-level or higher roll a d20. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. This sense can be restored with a spell that removes curses such as. Cool list! Youre probably most familiar with the concept as part of the Wild Magic Sorcerer subclass, which has a chance to roll on the table whenever they use magic. If the roll is odd, you get younger (minimum 1 year old). Wild Magic. An identify spell will reveal its true nature. and appear as the nearest humanoid to you you can see. You cast magic missile as a 5th-level spell. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Find out what you can do. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Wild Magic Surge table. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. It keeps the game fresh and exciting, and it helps lessen the insidious idea that Im here solely to curate an experience for my players. 32. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. You feel strong and powerful, like a wild beast. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. These living spells can go in a lot of different ways, but one things for sure; theyre going to be some of the most interesting characters your players have seen at the table in a long time. I genuinely like this because I really wanted to play a Wild Magic Sorcerer just because of how fun that randomness could be, but it occurs far too rarely. For the next day, you are in the Border Ethereal near the location you were last in. If there is no other creature within range, you target yourself. Your body (none of your clothing or gear) teleports 10 feet in a random direction. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . For the next hour, you appear to others to be the opposite gender. Each creature within 30 feet of you takes 1d10 necrotic damage. When you try, pink bubbles float out of your mouth. Second, they can produce unpredictable magical effects all on their own. Cookie Notice You and each creature within 20 feet of you who must make a. I'd argue a lot of the added effects seem to be negative. When drunk, a creatures Strength score is increased to 29 for 1 hour. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). Like I'm playing a wizard, the effect of 1d4 of my fingers migrating from one hand to another disables being able to use somatic spell . Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. The next time you cast a spell, do not roll on this chart. You become poisoned until you use your action to make a DC 12 Constitution check. Your innate magic comes from the wild forces of chaos that underlie the order of creation. The wild magic that permeates the city of Gnomengarde in The Dragon of Icespire Peak is significantly less dangerous (you might turn blue, sprout fairy wings, or experience another whimsical effect of the GMs invention which is an important precedent) than the one in Hazlan, the magically misaligned domain of dread in Ravenloft. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. You teleport up to 60 feet to an unoccupied space of your choice that you can see. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. 55. You can do so after the creature rolls but before any effects of the roll occur. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. Below is a Wild Magic Table extended to 100 effects. Two full moons. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. Your feet and hands disappear. Pocket Sand. Something Fishy: the caster is left smelling of fish. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. Disappointing. 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. Transported to Astral Plane until end of next turn. 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. Potion name generator . For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. However, because we wanted some really genuinely bonkers options in here and because summoning cthulhu as the result of a botched Detect Thoughts spell kinda feels silly were also doing our own version of how to roll for a Wild Magic Surge. All creatures that can perceive you must make a. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. 0906 Caster finds a potion that induces permanent . But overall I think this is an awesome list. Chromatic Rose. Your size shrinks by 1d4 feet for 1d4 hours. 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. I played my first tabletop RPG (Pathfinder 1e, specifically) in college. 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. Your innate magic comes from the wild forces of chaos that underlie the order of creation. You are vulnerable to fiends for 1 hour. Maximum Power. It lets the wielder bypass Resistance to nonmagical attacks. Append content without editing the whole page source. Summoning can be problematic in 5E D&D and I think there's a better way of handling it but overall this is nicely done. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. While this table works fine, some players find 50 options to be inadequate. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. You gradually return to your original height over the course of 1 day. Lots of rolling on the Wild Magic Surge . A caster teleports 25 ft. to the left of their location. For all the talk about wizards unraveling ineffable mysteries and warlocks treating with unknowable beings, magic in 5e is pretty much a known quantity. Your size decreases by one size category for the next minute. For 2d6 days, you glow bright yellow. Well, Tashas Cauldron of Everything explains that many areas of the multiverse are full of rampant magic that has a deep connection to intense emotions. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. You regain hit points equal to the sum of the necrotic damage dealt. Your eyes permanently change color. If you are in combat, you reroll your order in the initiative at the end of this round. The invisibility ends on a creature when it attacks or casts a spell. 3. 20. Sure, in the past, there may have been wizards who studied the ways of wild magic and learned true mastery over its chaotic nature, but those wizards seemed to have vanished with the spellplague. If you are wounded, you regain. Until you do, your, For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting. The effects of the potion occur immediately. Check out how this page has evolved in the past. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. While its not necessarily canon, you could say that their intense emotions give them a more natural hold over the surges, explaining why the effects are seemingly much less random than those of a sorcerer. You are protected from Fiends for one hour. Determining the wild magic effect involves the roll of a d100, although there are only 50 possible outcomes. Lost Mine of Phandelver. During the next hour, you may re-roll any one save, attack roll, or skill check. Check out my blogfor homebrew D&D stuff and other projects! For the next minute, you gain resistance to fire and cold damage. During this time, you have the. LMP. Sorcerer: Wild Magic. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. You gain truesight out to a range of 60 feet for the next minute. 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). Sell Price: 50. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. Not only are there wild-magic sorcerers, but many magic items the adventurers find generate rolls on this table when used. View wiki source for this page without editing. You gain the ability to speak one language of your choice for 1 day. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. I ran the scenario twice, and in the second session, the player who picked that character wanted the randomness and we ended up having a lot of fun with it. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. So the next roll is a 1 or a 2. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Full moon. Open flames in the area are extinguished. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. Roll a d10. For the next minute, you gain resistance to necrotic and radiant damage. The spell fails to take effect. SHAPECHANGE into your favorite animal but you can still talk. MOT. 3-4. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. You must make a. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. The rules are unchanged. The potion is considered as very rare, and quite valuable. You are confused for 1 minute, as though you were affected by the. You teleport up to 60 feet to an unoccupied space of your choice that you can see. 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. 906. 0904 Caster finds a potion that can instill zealous religious fervor . We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. Applying the oil takes 1 minute. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. Dust of Corrosion. 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. Whenever you try, pink bubbles float out of your mouth. Even though that random occurrence may be beneficial. You become invisible and silent for 1 minute. You become colorblind until your next long rest. You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. All the coins you have on your person fall to the ground at your feet. During the next hour, you must make an, You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. You gain resistance to all damage for the next minute. If you cast a spell with a saving throw within the next minute, the target gains. I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. You regain 5 hit points per round for 1 minute. When you speak, your voice comes from the magic mouth. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. Like, what is a slow fall spell? You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. You are under the effect of a. spell until they disappear after 1d8 days. Your skin turns a vibrant shade of blue. Beginning at 18th level, the harmful energy of your spells intensifies. Wild Magic Sorcerers have a special interaction with this rule. Well, there is actually some huge precedence laid out for Living Spells in 5e. It disappears at the end of your next turn. http://en.wikipedia.org/wiki/Client-side_prediction. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. It makes sense if you think about it. Something does not work as expected? The power of your magic is strong! The total number of dice the pool can be increased to is still 10. If youd like, you can even have players make an Arcana check against a suitable DC to determine whether or not they have to roll on this table. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. For the next minute, any creature you touch takes 2d6 lightning damage. You might want to proof-read your comments before posting them. Creature gains the effect of a freedom of movement spell for 8 hours. If the roll is even, you grow. The language needs some fixing but overall a fun twist on ubiquitous potions of healing. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare.