Improved Wild Magic | Random Table | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Improved Wild Magic

Roll the Dice
1Your magic backfires and you drop to 0 hitpoints and fall unconscious. Begin making death saves.
2Roll on this table for each of your turns for the 2d8 minutes, ignoring this result in subsequent turns.
3You turn into a potted plant for 1d4 hours. While in this form, you are incapacitated and are vulnerable to all damage. When you drop to 0 hit points, you revert back.
4You cast Contagion on yourself. Determine the sickness with a 1d6 roll. The effect spreads to any creature you touch before succeeding or failing the 3 saving throws.
5Your butt switches place with your face. They switch every time either orifice expels any substance (not including breathing). This lasts for 2d20 days or until it is removed by a remove curse spell.
6You cast Call Lightning centered on yourself.
77 glowing runes appear in the air shaped like 7's. They roll initiative with a +7 bonus. On their turn, they may each make a spell attack roll with spell attack modifier +7. On a hit, they do 7d6 damage. This damage scales as a cantrip does.
8You forget how to read and write any languages you know for 1d4 days. If you are already illiterate, you suddenly find yourself able to read common for 1d4 days.
9You cast Slow centered on yourself. The 6 affected creatures are chosen randomly if there are more than 6 creatures, including yourself, in the affected area.
10You are transported to the Astral plane for 1d6 turns, at which time you return to the space you previously occupied or the nearest unoccupied space if it is occupied.
11You cast Confusion centered on yourself.
12You cast Fog Cloud centered on yourself
13Roll 2 more times on this table. Both effects trigger simultaneously. Ignore this result and roll again if you roll this number again on one of those two rolls.
14You cast Web centered on yourself.
15You cast Grease centered on yourself.
16You cast Sleep at 4th level centered on yourself.
17You cast Hypnotic Pattern centered on yourself.
18You grow roots and cannot move for 1d6 turns.
19You forget everything that happened in the last 1d10 minutes
20You hiccup uncontrollably for the next hour. When casting a spell with a verbal component, you must succeed a DC 10 Constitution saving throw to cast the spell without being interrupted by your hiccups. If a failed save causes the spell not to trigger, you do not expend the spell slot.
21You are blinded for the next 3d4 hours. During that time you have blindsight out to 10ft.
22You are frightened by the nearest creature until the end of your next turn.
23You cannot lie for the next hour. If you attempt to tell a lie, your mouth seals itself shut and will not open until the hour is up.
24A spectral jug appears above your head. It starts pouring liquid onto your head until it is empty. Use the statistics for an alchemy jug. Roll 1d10 to determine the liquid.
25All items and creatures shout their names when you first see them and randomly thereafter. Only you can hear this. This effect last for 3d12 days.
26You cast Enlarge-Reduce on a random creature within range (including yourself). Once the creature has been determined, roll a d20. On an odd, you cast the spell as Enlarge and on an even you cast it as Reduce.
27For the next 2d6 hours, you gain disadvantage on perception checks and attack rolls on things within direct sunlight. Additionally, you gain darkvision out to 120ft. You may also hide in dim light as a bonus action.
28A goblin appears and insults you for 2d12 hours. He is intangible and can only be observed by you.
29For the next hour you can only speak 1 language and can only understand 1 different other language. Roll 2d12. The first d12 is the language you speak and the second is the one you understand. If you roll the same number for the second roll, roll again until you get a different result. 1- common, 2- giant, 3- goblin, 4- draconic, 5- elvish, 6- infernal, 7- dwarvish, 8- orc, 9- gnomish, 10- deep speech, 11- primordial, 12- celestial.
30Your biological sex is reversed and your physical features change to match. All changes reverse after 24 hours.
31You cast Darkness centered on yourself.
32You emit a noxious odor that gives you disadvantage on persuasion and stealth checks for 1 hour.
33For the next hour, all objects not being worn or carried that you touch turns to gold. Unfortunately, the effect reverses and all touched objects revert to their original materials when the hour is up.
34Your hair and eyes change colors. Roll 2d6. The first d6 determines your hair color: 1- black, 2- brown, 3- blonde, 4- purple, 5- green, 6- white. The second d6 determines your eye color. 1- black, 2- white, 3- gold, 4- pink, 5- red, 6- rainbow. This effect can be removed with a Remove Curse spell.
35You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face.
36The skin of you and everyone around you swells and inflates. You and all creatures within 30 ft. of you gain vulnerability to piercing damage for the next minute.
37You are intoxicated (as if you drank far too much ale) for the next 1d4 hours. Any penalties or benefits imposed are at the DM's discretion.
38For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
39You let out a thunderous belch. All creatures in a 15 ft. radius must make a Constitution saving throw against your spell save DC or be deafened.
40Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd you shrink, if it is even you grow.
41You grow an extra limb. The limb dangles limply, occasionally mimicking the movement of other nearby limbs. The new limb sprouts from your shoulder in the case of an arm or his hip in the case of a leg but the DM decides which happens. The limb does not affect your equipment, provide additional attacks, or affect most in-game situations, but a DM might rule that the limb provides some circumstance penalties in social situations. This affliction can be removed with a Remove Curse spell or other similar magic.
42You may ask the DM one question. The answer must be truthful but may be vague or misleading.
43For the next minute, your intelligence, wisdom, and charisma scores become 6 (mod -2) and your strength, dexterity and constitution scores become 20 (mod +5).
44A random creature within 60 ft. of you becomes poisoned for the next 1d4 hours.
45You cast Banishment on a random creature within range.
46You take on the illusory visage of death himself. Every creature that can see you must make a Wisdom saving throw against your spell save DC or become frightened by you until the end of your next turn.
47You can't speak for the next minute, when you try, pink bubbles float out of your mouth.
48Flowers sprout from your ears and nose. They do not grow back once trimmed.
49Your ears grow as large as dinner plates and you have advantage on Wisdom (perception) checks involving hearing. Both effects fade after 1 hour.
50Your skin turns a vibrant color. A remove curse spell can end this effect. Roll a d6. The number determines the color. 1- blue, 2- lime green, 3- hot pink, 4- yellow, 5- purple, 6- red.
51Your shadow vanishes. It does not return unless you roll this result again.
52You feel power well up within you, but with each spell you cast you feel the magic building up inside you waiting to explode. All spells you cast for the next minute deal double damage. When that minute is over, you take half of the damage you dealt during that minute 
53Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd you get younger (minimum of 1 year old). If the roll is even you get older.
54A cloud appears over your head with a 10 foot radius. It snows over you for the next hour.
55You cast Polymorph on yourself. If you fail the saving throw you turn into an animal for the duration. Roll 1d10, the roll determines the animal you become. 1- salmon, 2- cat, 3- frog, 4- rabbit, 5- dog, 6- raven, 7- mouse, 8- pig, 9- sheep, 10- bear.
56You are immune to being intoxicated by alcohol for the next 5d6 days.
57Illusory butterflies and flower petals flutter in the air within 10 ft. of you for the next minute.
58You cast Fly on a random creature within 60 ft. of you.
59Each creature within 30 ft. of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
60An eye appears on your forehead for the next hour. During that time you have advantage on any Wisdom (perception) checks that rely on sight.
61You cast Animate Objects on 1d10 random objects within the range that are not being worn or carried. For each object, roll a d20. On an even roll the object will take orders from and fight for you. On an odd roll the object cannot be tamed and will fight whatever creature is nearest.
62You cast Spider Climb on yourself. Your hands stick to any object that is not being worn or carried you touch for the duration of the spell.
63A random creature within 30 ft. of you falls madly in love with you for the next 24 hours.
64Your mind is quickened and everything around you seems to move in slow motion. For the next minute, all of your spells with a casting time of 1 action have a casting time of 1 bonus action.
655d10 gems leap forth from your mouth. Each one is worth 1d8 gold pieces.
66You cast Levitate on yourself.
67You cast Stoneskin on yourself.
68You feel a refreshing energy well up within you, invigorating you and stitching your wounds shut. For the next minute you regain 5 hitpoints at the start of each of your turns.
69The wild magic within you refills your spent arcane prowess. You regain your lowest level expended spell slot.
70A spectral shield hovers near you for the next minute granting you a +2 AC and immunity to magic missile.
71Time stops for you and all creatures in a 10 ft. radius around you for 1d4 rounds
72Each creature within 30 ft. of you takes 1d10 necrotic damage. You regain hitpoints equal to the sum of the necrotic damage dealt.
73You cast Blink.
74Up to 1d4 creatures of your choice within 30 ft. of you take 4d6 lightning damage.
75You feel as if luck is on your side and your next spell will certainly succeed. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
76You teleport up to 60 ft. to an unoccupied square of your choice you can see.
77Your size increases by one size category for the next minute.
78Your hands glow with black necrotic energy. You cast Bestow Curse on the next creature you touch within 1 minute. The effect is chosen randomly with a 1d4 roll
79You cast Mirror Image.
80You cast Magic Missile as a 5th level spell.
81You cast Alter Self on yourself, growing claws, fangs, and horns as per the natural weapons portion of the spell.
82You cast Earth Tremor at 4th level.
83Your raw magic feels too powerful to control and you know that your next strike will certainly be lethal. Maximize the damage of the next damaging spell you cast within the next minute.
84You glow with bright light in a 30 ft. radius and dim light for another 30 ft. for the next minute. Any creature that ends its turn within 5 ft. of you is blinded until the end of its next turn.
85For the next minute you can teleport up to 20 ft. as a bonus action on each of your turns
86You become invisible for the next minute. During that time other creatures cannot hear you. The invisibility ends if you attack or cast a spell.
87You feel a surge of wild magic within you that threatens to overwhelm you if not released. Double all dice damage for your next spell attack that hits.
88You suddenly feel your wounds stitch themselves back up. You regain 2d10 hitpoints.
89You can see your lifeline before your eyes and for a moment you are emboldened because you know you will not die this day. If you die within the next minute you immediately come back to life as if by the Reincarnate spell.
90For a moment, you tap into the plane of Limbo and borrow raw chaotic power not your own. The next spell you cast (up to 4th level) does not expend a spell slot.
91Next time you are hit by an attack within the next minute you cast Shield.
92You gain the effects of a short rest.
93You feel your innate magic quicken your movements. You can take one additional action immediately.
94You cast Haste on yourself.
95You cast both Tongues and Comprehend Languages on yourself. The duration of the spells is 2d8 hours.
96You gain 1d4 skill proficiencies and 1 expertise.
97You gain a permanent +1 to all stats. This cannot increase your abilities past 22.
98Your magic bolsters your fortitude and for a moment you feel invincible. You gain resistance to all damage for the next minute.
99You cast Invulnerability on yourself.
100You gain the effects of a long rest.

Created by

AremJSJ.

Statblock Type

Random Table

Link/Embed