Because of this, these subclasses actually tell us a lot. You are instantly resurrected if you are killed within 24 hours of drinking this potion. 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. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Undead for one hour. A caster teleports 25 ft. to the left of their location. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. Click here to toggle editing of individual sections of the page (if possible). First up isn't a magic item at all and instead offers what it says on the tin a handful of debris functioning as a contact poison. How To Make Custom & Homebrew Character Backgrounds for DnD 5e, Everything You Need to Know About Difficult Terrain in DnD 5e, A Complete Guide to the Monk's Flurry of Blows in DnD 5e, Giff 5e: Guide to the Culture, Appearance & Traits of Hippo-Folk, The 8 Best Cantrips in DnD 5e for the Bard Class. When drunk, a creature gains resistance to all damage for 1 minute. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. Requires level 70. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. You are protected from Celestials for 1 day. You gradually return to your original weight over the course of 1 day. Their allegiances, motives, and the extent of their sentience are completely up to you as a DM. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. The next single target spell you cast within the next minute must target one additional target. Your speed is reduced by 10 feet. Please enable JavaScript to get the best experience from this site. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. When drunk, a creatures Strength score is increased to 25 for 1 hour. For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances. Watch headings for an "edit" link when available. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . You gain the ability to speak one new language of your choice. A remove curse spell can end this effect. It makes sense if you think about it. Append content without editing the whole page source. View wiki source for this page without editing. I suggested that they could be intended for druids, especially the Circle of the Moon, and might boost the stats of lower-CR Wild Shapes, so that if shapeshifting to a wolf or panther is your preferred style, you're not missing out on the much better hit points and attacks of higher-CR shapes. An identify spell will reveal its true nature. For the next minute, you can see any invisible creature if you have line of sight to it. I currently copy-and-paste line by line to make my own rollable macro in Roll20 (but it's such a pain)Here's my extended Wild Magic Table but I think I'll be incorporating some of the original poster's material :) I didn't think about balancing which was a good comment above but I did try to think of neutral magical effects that could happen but kept it slightly more generic to allow the DM to improvise. Anyone trying to perceive you has advantage on their. Each creature within 30 feet of you takes 1d10 necrotic damage. 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). Youre feeling lucky. Despite my opinion about the inherent weakness of the Wild Magic sorcery origin, when compared to Draconic origins, this replacement of the surge table may make the Wild Magic choice more palatable to some players. Each creature within 30 feet of you becomes invisible for the next minute. 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. Your skin turns a vibrant shade of blue. 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 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. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. However, you lose the ability to speak one language you already know. You sprout tiny fairy wings from your shoulders. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. 1. You have a fit of hiccups. It lets the wielder bypass Resistance to nonmagical attacks. You are under the effect of a. spell until they disappear after 1d8 days. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. You must spend more sorcery points each time. They can continue doing this until they are happy with the result or they roll 10d10. It disappears at the end of your next turn. When drunk, a creatures exhaustion is removed and any diseases or poison effects are cured. on a random creature within 60 feet of you. Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject.. Wild Zones: Some places are magically unstable.When a creature casts a spell, uses a spell-like . Anyone within 10 feet of you must make a. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Save my name, email, and website in this browser for the next time I comment. The DM chooses the damage type. It takes an action to pick up 100 scattered coins. Both the wild magic sorcerer and the path of wild magic barbarian have abilities that reflect this chaotic side of the Weave. When a sorcerer casts a spell, after the spell is cast, roll d20. The flock disappears 1 minute later. The potion is considered as very rare, and quite valuable. Most fights are easily won with Sleep anyway. Potions are like spells cast upon the . It depends on your DM. This crafting method can only create the base potion for healing (2d4+2 returned hit points). We trust you, as the DM, to come up with suitable solutions. You become affected as if you just drank a philter of love. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. For one minute, you glow with bright light in a 30-foot radius. Perhaps you were blessed by a powerful fey creature or marked by a demon. Such creatures gain. 1 Charges. Surely they must give us some idea of how wild magic really works, right? Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. You lose your proficiency bonus for the next minute. If the roll is odd, you get younger (minimum 1 year old). You glow with bright light in a 30-foot radius for the next minute. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. . These sapient, hyperdimensional cats have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. Each creature within 30 feet of you takes 1d10 necrotic damage. Notify administrators if there is objectionable content in this page. You are protected from Fey for 1 day. A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss. While a plant, you are incapacitated and have vulnerability to all damage. 20. 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. 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 are vulnerable to Beasts for 1 hour. The invisibility ends on a creature when it attacks or casts a spell. It also will determine just how willing you are to unleash your powers and how often youll seek alternative solutions. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next minute. But overall I think this is an awesome list. You cast polymorph on yourself. Something does not work as expected? The weave, at its core, is a way of taming the raw and chaotic nature so that we can cast spells and use precise abilities. This doesnt have to be chaotic in the moral alignment aspect, but it certainly can be. Caster's hands become covered in sticky goop. You become invisible and silent for 1 minute. If you are in combat, you reroll your order in the initiative at the end of this round. The effect lasts for 1d6 days. Like, what is a slow fall spell? However, they do not follow the rules of magical item creation. During the next hour, you may re-roll any one save, attack roll, or skill check. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. You immediately gain 15 temporary hit points. For 2d6 days, you glow bright yellow. The official wild magic surge table is found in the Player's Handbook. Your skin turns a vibrant shade of blue. You are resistant to all damage types for 1 minute. 20% haste puts your arcane blast at a 2 sec cast, add in the 1 sec GCD, and you've got 3 seconds, exactly the cooldown of barrage. Check out how this page has evolved in the past. You are vulnerable to Undead for 1 hour. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. You gain resistance to all damage for the next minute. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. During this time, you must succeed on a. Ironically, both of these gloved heroines are portrayed as loners, afraid that their violent powers could harm anyone that gets too close. All creatures within 40 feet of you can feel it, but it otherwise does nothing. Permanently decrease a different ability score of your choice by 1 point. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. You cast fear in the direction youre facing. A potion or oil can be used only once. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. It disappears at the end of your next turn. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. Sight-based creatures gain a -1 penalty on attack rolls against you and, Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. Determining the wild magic effect involves the roll of a d100, although there are only 50 possible outcomes. You are at the center of a 10-foot radius, For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. A puddle of grease appears where you are standing, with a 10-foot radius. For the next minute, you regain 5 hit points at the start of each of your turns. : For the next day, your skin tone changes color every 30 minutes, cycling . Spells that use wild magic are given the Wild descriptor. Sure, some spells have slightly randomized outcomes, but mostly you pick a thing, the thing happens, and thats it. You are vulnerable to Plants for 1 hour. A simulacrum of yourself appears within 20 feet of you. A character who fears the powers they are connected to could make for someone very timid. 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. Ornithopter of Flying. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. For the next hour, any spell you cast does not require a somatic component. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. Planning on making an area where a Wild Magic effect happens whenever someone casts a spell, this is going to be VERY helpful in making it not extremely boring. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. 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. A. Creative Commons Attribution-ShareAlike 3.0 License. A spell such as. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. A potion is a magic liquid that produces its effect when imbibed. Ive been running 5e for a little over a year. Also, as Bloodcinder pointed out in a comment, this is an optional rule. Lots of rolling on the Wild Magic Surge . Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. Until you trim them, your. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. Princes of the Apocalypse. For the next spell you cast within 1 minute that does damage, the damage is minimized. You feel strong and powerful, like a wild beast. Such creatures cannot attack you or harm you unless they succeed on a. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. Roll a d10. You are vulnerable to Aberrations for 1 hour. PoA. For the next hour, any spell you cast does not require a verbal component. That doesn't exist. The power of your magic is strong! What about the wild magic barbarian though? Im here to have fun too, dammit, so maybe I want to be just as surprised by whats on the other side of the door as the adventurers. 19. Good or bad (or just plain weird), Wild Magic surges are memorable. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. When you speak, your voice comes from the magic mouth. Your size increases by one size category for the next minute. Oil of Sharpness. Such creatures cannot attack you or harm you unless they succeed on a, Your fingers become sore for 1 hour. Your characters are always yours to play as you choose, but that doesnt mean we cant offer a few tips and tricks to create much more effective storytelling at the table. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. 2. For the next minute, you gain resistance to poison and psychic damage. You immediately make an unarmed strike against a random creature within 5 feet of you. 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 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. d100. The character is frightened of all creatures until the end of their next turn. For the next hour, any time you make an ability check, roll 1d6 and add the result.