The Wild Magic Table


Find your Wild Result on the Table Below (d100 Roll)

  1. Roll on this table at the start of echo f your turns for the next minute, ignoring this result on subsequent Rolls

  2. One item from your inventory randomly teleports 30m in front of you

  3. For the next minute you can see invisible creatures if you have a line of sight to it

  4. Your next Roll has Disadvantage

  5. A small Beast chosen and controlled by the DM appears in an unoccupied space within 3m of you, then disappears a minute later.

  6. You become immune to Lightning Damage for the next 1d4 Hours

  7. You cast Fireball as a 3rd-level spell centered on yourself.

  8. A magical hourglass appears in your hand, and at any point in the next minute you can utilize this hourglass (which disappears upon use) to add a d4 to any roll you make

  9. You cast Magic Missile at a Spell Level equal to ½ your Character Level

  10. You teleport to a spot of your choosing within 10m, you are Dazed on your next turn

  11. Roll a d12. Your height changes by several centimeters equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow instead. 

  12. The next Attack made against you has Disadvantage as your form begins to halfway enter the ethereal realm

  13. You cast Confusion centered on yourself.

  14. Make a Will Save vs your Spell Save DC, on a Failure you are polymorphed into a rat (or any other tiny beast to your GM’s specification) for up to 1 Hour. You can remake this Save at the end of each of your turns to return to your normal form.

  15. For the next minute, you regain 5 hit points at the start of each of your turns.

  16. All Creatures within 10m roll 1d6 and regain that much HP, up to their maximum. Then each of the affected Creatures roll a d20, the one who rolls the lowest takes Necrotic Damage equal to the total rolled

  17. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

  18. If you deal Damage within the next minute your first instance of doing so deals an additional 1d8 Lightning Damage as electrical energy builds up inside you

  19. You cast Grease centered on yourself.

  20. You cast Bane upon yourself, which you cannot choose to drop on subsequent turns and doesn’t take your concentration

  21. Creatures have a disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw

  22. A 30 m cube of thick fog spills from your mouth and begins to fill the area around you, with you at the center of this fog. The fog lasts up to 1 minute or until it’s fully blown away

  23. Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.

  24. You turn into a small beast (such as a turtle, rat, or badger) with 1HP as if you failed a Save against the Polymorph Spell

  25. An eye appears on your forehead for the next minute. During that time, you have an advantage on Wisdom (Perception) checks that rely on sight.

  26. All Creatures within 20m that are on the same surface as you must make a Reflex Save against your Spell Save DC, on a Failure they are knocked prone

  27. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

  28. You become to Cold Damage for the next 1d4 Hours

  29. You teleport up to 20m to an unoccupied space of your choice that you can see.

  30. A stone wall forms in front of you that matches your size, this stone can be utilize as cover for up to 1 minute

  31. 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

  32. Your hair changes to a random color of the rainbow, it also grows a number of centimeters equal to a roll on a d20

  33. Maximize the damage of the next damaging spell you cast within the next minute.

  34. For the next minute any time you cast a Spell or Cantrip you must roll a d6, on a 1 you regain 1d4 HP and on a 6 you lose 1d4 HP

  35. Roll a d10. Your age changes by several 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.

  36. Roll a d4, you are only able to speak a strange language for the next hour. 1 [Sylvan], 2 [Celestial], 3 [Demonic], or 4 [Tremmorian (Deep Speech)]

  37. 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 20m of you and are frightened of you. They vanish after 1 minute.

  38. Very aggressive violin music begins to emanate from you for the next 10 minutes

  39. You regain 2d10 hit points.

  40. You and all Creatures within 3m of you must make a Reflex Save vs your Spell Save DC or be Stunned on their next turn as a wave of black energy radiates around you

  41. You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have a vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

  42. Your eyes change color every 6 seconds for the next hour

  43. For the next minute, you can teleport up to 5m as a bonus action on each of your turns.

  44. You become immune to Fire Damage for 1d4 Hours

  45. You cast Levitate on yourself.

  46. You cannot read or write for the next hour, losing all sense of written language

  47. A Unicorn controlled by the DM appears in a space within 2m of you, then disappears 1 minute later.

  48. Three magical shields begin to float around you, for the next minute these shields reduce an Attack’s Damage against you by ½. Each shield can reduce a single Attack’s Damage

  49. You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

  50. A random Creature within 5m of you gains the Poisoned Condition until the end of their next turn

  51. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

  52. Your jumping distance is doubled for the next hour

  53. You are immune to being intoxicated by alcohol for the next 5d6 days.

  54. You have 10m of Blind sense for the next Hour

  55. Your hair falls out but grows back within 24 hours.

  56. An illusory wine barrel surrounds you, and completely encompasses you while you are crouched for the next hour. You can move without disturbing the illusion as long as you move at half your normal speed. 

  57. For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

  58. Roll 10d8, use this as if the Sleep Spell was cast centering on you 

  59. You regain your lowest-level expended spell slot.

  60. For the next minute you have resistance to all non-magical weapon damage

  61. For the next minute, you must shout when you speak.

  62. Roll a d4, you take on the appearance of one creature type for the next hour. 1 [Fae], 2 [Undead], 3 [Demon], or 4 [Monstrosity]

  63. You cast Thunderwave centered on yourself at 2nd Level

  64. All Creatures within 50m of you gain 1 Level of Exhaustion

  65. Up to three creatures you choose within 10m of you take 4d10 lightning damage.

  66. Every creature within 10m must make a Fortitude Save against your Spell Save DC, on a Failure it is Blinded on its next turn as a bright flash of light suddenly emanates from you

  67. You are frightened by the nearest creature until the end of your next turn

  68. You are magically pulled towards the nearest ally up to a distance of 30m, you take 1d12 Bludgeoning Damage if this would force you to strike an object along the path

  69. Each creature within 10m of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

  70. Every Creature within 40m regains 1d4 HP

  71. You gain resistance to all damage for the next minute.

  72. A Oak Tree sprouts from the ground next to you; it grows an amount based on the following rolls, it has a thickness of 2d4 meters and a height of 3d12 meters 

  73. A random creature within 20m of you becomes poisoned for 1d4 hours

  74. The Spell Detect Magic is cast on you for the next hour

  75. You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 2m of you is blinded until the end of its next turn.

  76. For the next hour your skin changes to a random color of the rainbow

  77. You must make a Fortitude Save vs your Spell Save DC, if you fail the Save, you turn into a sheep for the spell’s duration. In addition if you fail then 

  78. Your Intelligence Score is increases by 2 for the next 24 hours

  79. Illusory butterflies and flower petals flutter in the air within 3m of you for the next minute.

  80. The next object you touch of size Small or smaller turns into solid gold

  81. You can take one additional action immediately.

  82. You gain the benefits of the Spider Climb Spell for the next Hour

  83. Each creature within 10m of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

  84. You and all Creatures within 50m have Disadvantage on Attack on their next round

  85. You cast Mirror Image.

  86. Plants and vines within 10m of you begin to grow rapidly so you’re completely surrounded by thick plants, these plants last for the next hour

  87. You cast Fly on a random creature within 20m of you.

  88. Your Strength and Dexterity Scores increase by 2 for the next hour; during this period your Constitution Score decreases by 2

  89. 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.

  90. An antimagic field(of 5th Level) appears around 2m of you for the next minute

  91. If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

  92. All Creatures that are from another Plane have Disadvantage on Attacks against you for the next 24 hours

  93. Your size increases by one size category for the next minute.

  94. Your Charisma Score increases by 2 while your Wisdom Score decreases by 2 for the next hour

  95. You and all creatures within 10m of you gain vulnerability to piercing damage for the next minute.

  96. You are surrounded by faint, ethereal music for the next minute.

  97. A random Creature within 5m of you has Misty Step cast upon it, sending it directly up

  98. You immediately regain 1d10 + your Sorcerer Level HP

  99. You regain all expended sorcery points

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The Cursed Warrior Class

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The Monk Class