wild magic potion 5e

Click here to toggle editing of individual sections of the page (if possible). Something does not work as expected? Your size increases by one size category for the next minute. Find out what you can do. You glow with bright light in a 30-foot radius for the next minute. You are protected from Fiends for one day. 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. You become affected as if you just drank a philter of love. Save my name, email, and website in this browser for the next time I comment. For starters, there are different grades of healing potions as presented by the Player's Handbook. Potions are like spells cast upon the . I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! Anyone within 10 feet of you must make a. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. The point of this isnt just for your players to have fun; its for you to flex your DM muscles and experience a bit more chaos at the table than you might be used to. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. 4. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. It turns to snow 1 minute later. 1. You lose 1d6x5 pounds. Change the name (also URL address, possibly the category) of the page. 3-4. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. Except the thing is so fucking chaotic and harmful that if you like your PC even in the slightest its not at all worth invoking it. You feel like a wild animal, and you have a sudden urge to hunt and kill. You gain the ability to speak one language of your choice for 1 day. Append content without editing the whole page source. View/set parent page (used for creating breadcrumbs and structured layout). Your innate magic comes from the wild forces of chaos that underlie the order of creation. For the next minute, you gain resistance to fire and cold damage. You must make a. If the roll is even, you get older. 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. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. My immediate response to this was the table needed to be rebuilt almost from scratch. For the next day, you gain proficiency in all skills that you are not already proficient in. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. 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. OoA. Pocket Sand. Any creature within 5 feet of you that can see is. 3d6 random gems appear near you, worth 50gp each. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. You gain a random form of short-term madness (see the Dungeon Masters Guide). If there is no other creature within range, you target yourself. The effects of the potion occur immediately. Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any, A demon whose CR is equal to your level appears near you. Simply type the URL of the video in the form below. 55. You immediately take 2d10 psychic damage. If the result is 1, roll on the Wild Magic Surge table. When drunk, a creature gains the effect of the clairvoyance spell. You recover all your expended spell slots. Crimson liquid that pulses like a heartbeat with dull light. When drunk, a creature regains 2d4 + 2 HP. That means a surge for every single spell, if she has used the feature. 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. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. Creature gains the effect of a freedom of movement spell for 8 hours. Iggwilv's Cauldron. When drunk, a creatures Strength score is increased to 23 for 1 hour. A spell such as, You are surrounded by a faint, pleasant odor. . But more than just the forces of chaos as described in the Players Handbook, magic also comes from nature, from life, and even from death. While this table works fine, some players find 50 options to be inadequate. 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). 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. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. Cookie Notice Both effects will apply. It turns to snow 1 minute later. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. 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. You shrink 1d6 inches in height. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. For the next minute, you must shout when you speak. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. You cast disguise self and appear as the nearest humanoid to you you can see. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. A trail of fire appears from their starting position to their teleported position. Randomness and uncertainty are a part of why people play D&D. 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. However, they do not follow the rules of magical item creation. Cabbages sprout abundantly within a 30' radius. Whether this means using that energy to shoot fireballs from their fingertips, read the future, bind powerful entities to their will, resurrect the dead, or any number of other feats ranging from the profound to the profane, it is up to the spellcaster and their knowledge of their craft. A spell such as. Lots of rolling on the Wild Magic Surge . LMP. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. Everyone remembers the moments where serendipity saved (or doomed) a D&D campaign; someone had just the right item or pulled off the most imaginative spell usage, or the wild magic sorcerer randomly poisoned the BBEG and won the party the battle. Magic in the world of Dungeons & Dragons takes many forms, but it almost always boils down to the ability of an individual, item, or entity to harness the ambient energy of the universe and bend it to their will. You and all creatures within 30 feet of you gain vulnerability to psychic 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. Mythic Odysseys of Theros. All creatures that can perceive you must make a. It is the 5etools platform of choice for VTT integrations. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. Such creatures gain. You gain a +2 bonus to your AC for 1 minute. If the result is 1 or less, a Wild Magic Surge occurs. Your non-magical items change to fit your new form. However, most of the results are new and this table has undergone moderate playtesting in my groups. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. Philter of Love. It makes sense if you think about it. The effect ends after exhaling fire 3 times, or after 1 hour. You immediately lose one unspent sorcery point. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. For the next day, any time you make an ability check, roll 1d6 and add the result. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. We trust you, as the DM, to come up with suitable solutions. Instead of opening a precise channel for magical energy, the wild mage tears a gaping hole in reality and hopes to get a particular effect. 2. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. Lost Laboratory of Kwalish. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. Beginning at 18th level, the harmful energy of your spells intensifies. 0904 Caster finds a potion that can instill zealous religious fervor . 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 the ability to speak one additional language of your choice for 1 hour. Your age changes by a number of years equal to the roll. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. A planar portal, the chaos of the Elemental Planes, being blessed by a fey creature, marked by a demon, or just a random fluke of birth just about anything could cause this, which is pretty interesting if you think about it. 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. 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. You are surrounded by a faint, offensive odor for 1 minute. 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. 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). The different grades of healing potions heal for . Such creatures gain. Your skin turns a vibrant shade of blue. Enshrouded objects are considered, You are protected from Undead for 1 day. Notify administrators if there is objectionable content in this page. They can continue doing this until they are happy with the result or they roll 10d10. 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. You regain your lowest-level expended spell slot. You might want to proof-read your comments before posting them. A coil of 50 feet of hempen rope immediately appears and ties you up. Choosing a monster affiliated with your deity and gaining one of its abilities. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. For the next minute, you regain 5 hit points at the start of each of your turns. The next time you cast a spell, roll twice on this chart. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. Once you do so, you must finish a long rest before you can use this feature again. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. The next single target spell you cast within the next minute must target one additional target. You are vulnerable to Fey for 1 hour. 906. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. 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. Something Fishy: the caster is left smelling of fish. You are protected from Celestials for 1 day. 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. You regain your lowest-level expended spell slot. For the next hour, any time you make an ability check, roll 1d4 and subtract the result. However, a Moon-Touched Sword lacks other major combat benefits. You gain resistance to all damage for the next minute. Your body (none of your clothing or gear) teleports 10 feet in a random direction. However, you lose the ability to speak one language you already know. If the roll is even, you grow. More so, it just means that these characters fully embrace their powers with almost giddiness. Unfortunately, no. 31. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. How about the barbarian? Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC. So, with the idea in mind that wild magic can be so much more than the options contained within the sorcerer wild magic table (and that published 5e adventures explicitly give DMs permission to make up their own wild magic surge results), we thought wed take a crack at our own. Their stats are then determined by their level and the type of spell they are. Perhaps you were blessed by a powerful fey creature or marked by a demon. In my setting, all magic is wild magic, even though the players dont realize it. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. For the next hour, you are unable to read as the letters all appeared jumbled. Item Level 80. If you die within the next minute, you immediately come back to life as if by the. Your body and all your gear take on a glassy appearance for the next minute. Such creatures cannot attack you or harm you unless they succeed a, All creatures within 20 feet of you are knocked. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. Wild Magic. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. You teleport up to 60 feet to an unoccupied space of your choice that you can see. Your feet sink into the ground, making you completely immobile for one minute. 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. 5-6. You gain truesight out to a range of 60 feet for the next minute. 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. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. All creatures within the pattern must succeed on a, You permanently gain one 1st-level spell slot but forget one cantrip that you already know. A, You gain a random form of short-term madness (see the. the wild mage soaked in the process. You recover 1 expended spell slot of your choice. 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 they are a blue or grey shade, they turn dark brown, or vice versa. Wild magic is any form of untamed magic. The power of your magic is strong! You become poisoned until you use your action to make a DC 12 Constitution check. Click here to edit contents of this page. Pixie Dust. Disappointing. This doesnt have to be chaotic in the moral alignment aspect, but it certainly can be. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. Of course, the main draw is that they have a chance of rolling a magical effect whenever they cast a spell. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). It is hostile to them, vanishing after 1 minute. For the next day, any time you make an ability check, roll 1d6 and subtract the result. Table: Revised Wild Magic Surge d20/d100 1-3/Extreme 4-9/Moderate 10-20/Nuisance 1: A fireball explodes with you at the center. https://www.dandwiki.com/w/index.php?title=Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule)&oldid=1649697, A fireball explodes with you at the center. 3. Like, what is a slow fall spell? You cast fireball as a 3rd-level spell centered on yourself. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. Potions of Healing cost half of a Magical Item of the same rarity. A wild magic table is the perfect place to bring a little of the kind of magic I like to D&D 5e: magic that feels like the sweaty palms when Faust strikes his bargain, or the raw crackling power of the Warp in Warhammer 40k, or venturing into the heart of the forest to sniff the fumes from a witchs cauldron real magic, real power, real danger of everything going very, very wrong indeed. You transform into an empty wooden chest for 1 minute, during which time you are considered. 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. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. 1-2. It lets the wielder bypass Resistance to nonmagical attacks. When opening the vial to drink, the liquid is a glowing purple . 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. If you drop to 0 hit points, your pot breaks, and your form reverts. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. Cast time: 3 sec. For the next hour, any spell you cast does not require a verbal component. According to the DMG, items activate by one of . 905. If there is no other creature within range, you target yourself. It takes an action to pick up 100 scattered coins. If the roll is even, you grow. 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. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). 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. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. School of Chaos (Wild Magic Wizard). Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. This site works best with JavaScript enabled. 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. Such creatures gain, For 2d6 hours, you have a faint pink glow. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. If you are in combat, you reroll your order in the initiative at the end of this round. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. The power of your magic is strong! The effect ends early if the creature makes an attack or casts a spell. You lose the ability to see for 1 day. You lose proficiency on all skill checks for 1 minute. The cats vanish after the characters next long rest. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. Check out my magic items! However it came to be, this chaotic magic churns within you, waiting for any outlet. 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.