wild magic potion 5e

13) The potion causes your body to become covered in thick, black fur. It was a rocky start but I had a blast and now, the better part of a decade later, I play, write, and write about tabletop RPGs (mostly5e, but also PBtA, Forged in the Dark and OSR) games for a living, which iswild. 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. A simulacrum of yourself appears within 20 feet of you. You are immune to being intoxicated by alcohol for the next 5d6 days. On a success, you vomit and the effect ends. Append content without editing the whole page source. It can keep a martial level with others, without letting them dominate the game. The sorcerer, for example, says that you might have received your abilities from exposure to some form of raw magic, like a planar portal or the Elemental Chaos. I'd argue a lot of the added effects seem to be negative. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. You gain resistance to all damage for the next minute. You sprout tiny fairy wings from your shoulders. 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. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. You teleport up to 60 feet to an unoccupied space of your choice that you can see. Your clothes become dirty and filthy. If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour. You go back to your regular bodies at the end of your next turn, if the body is still alive. Such creatures gain. You have. 3. Teleport up to 60 feet away to unoccupied space. You are vulnerable to Aberrations for 1 hour. 19. Lost Laboratory of Kwalish. Save my name, email, and website in this browser for the next time I comment. General Wikidot.com documentation and help section. Unfortunately, no. If you die within the next minute, you immediately come back to life as if by the reincarnate spell. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. You sprout tiny fairy wings from your shoulders. 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. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. Second, they can produce unpredictable magical effects all on their own. 34. You get gain a -1 penalty to your AC for 1 minute. 0905 Caster finds a potion that can turn him into an invisible cat . When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. The names are all in the styles of how you'd find them in many popular games, for example 'Elixir of Lucid Dreams' or 'Flask of Ancient Wisdom'. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. Your body (none of your clothing or gear) teleports 10 feet in a random direction. Cookie Notice However, you lose the ability to speak one language you already know. All food and drink within 30 feet of you is purified. That doesn't exist. I am DMing a Wild Magic Sorcerer right now (just had the first game this evening) and I intend to have her get back Tides of Chaos every single time she casts a spell and has the opportunity to get it back. The next single target spell you cast within the next minute must target one additional target. When drunk, a creature regains 10d4 + 20 HP. When drunk, a creature gains a climbing speed equivalent to its walking speed for 1 hour and gains advantage on Strength (Athletics) checks made to climb. You lose the ability to smell for 1 hour. When drunk, a creatures Strength score is increased to 21 for 1 hour. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. View and manage file attachments for this page. 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. Likewise, different areas have different wild magic tables. For example: A wild magic sorcerer who triggers a wild magic surge when casting a 4th-level spell would roll 5d10 for a possible result of between 5 and 50 on the table. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In fact, as mentioned above, both the nature of the spellcaster and the place in which the surge is occurring can have an effect on the results of a wild magic surge. Uncommon. During this time, you must succeed on a. 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. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. So the next roll is a 1 or a 2. Maximize the damage of the next damaging spell you cast within the next minute. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. You may immediately take 1 additional action. When drunk, a creature gains resistance to all damage for 1 minute. You immediately take 1d10 radiant damage. Spells, then, can be thought of as ways of tapping into that Weave, connecting a spellcaster to it (sometimes via another conduit, like a warlocks patron) and shaping it into the desired form. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. You gain the ability to breath water for 1 day. 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. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. All creatures within 40 feet of you can feel it, but it otherwise does nothing. My immediate response to this was the table needed to be rebuilt almost from scratch. Each creature within 30 feet of you takes 1d10 necrotic damage. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated. This site works best with JavaScript enabled. 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. All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. 903. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. The Path of Wild Magic barbarian gets to roll on a very specific wild magic table unique to its subclass because the wild magic that its primal path is expressing is being channeled through a certain creature. You are under the effect of a. spell until they disappear after 1d8 days. For the next hour, any spell you cast does not require a somatic component. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. Your feet sink into the ground, making you completely immobile for one minute. You are frightened by the nearest creature until the end of your next turn. Click here to toggle editing of individual sections of the page (if possible). You immediately gain 10 temporary hit points. 1 Charges. 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. Think of Rogue from X-Men or Elsa from Frozen. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. ListFist.com - All Rights Reserved, List of Demon Slayer: Kimetsu no Yaiba Manga Chapters, List of Causes of Death Compared to Coronavirus (COVID-19). : For the next day, your skin tone changes color every 30 minutes, cycling . 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. For the next minute, you regain 5 hit points at the start of each of your turns. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. Randomness and uncertainty are a part of why people play D&D. The power of your magic is strong! . Check out my magic items! A d10 becomes a d8, then a d6, and then a d4. Good or bad (or just plain weird), Wild Magic surges are memorable. Regardless, both of these player subclasses have an incredible tie to a force that really isnt studied much throughout the multiverse of D&D. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. Actually, its probably a bit more accurate to say that these are wells. A spell such as, You are surrounded by a faint, pleasant odor. Crimson liquid that pulses like a heartbeat with dull light. 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 pants fall down. Spells cost additional bonus round cast time. You gain an additional spell slot of your highest level for 1 week. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. Ornithopter of Flying. Simply type the URL of the video in the form below. You gain a reach of 15 feet with them for the next minute. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. All the rations you are carrying turn to soap. Applying the oil takes 1 minute. Any more haste, and you'll be stuck waiting for your barrage to cooldown after you've cast blast. This crafting method can only create the base potion for healing (2d4+2 returned hit points). Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. If just about any magical, or even nonmagical, event can spawn the existence of a magic user with a connection to wild magic, then wild magic is something far more universally present than previously thought. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. You regain hit points equal to the sum of the necrotic damage dealt. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. You fall prone and drop everything you are carrying. A spell such as. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. 5. The column slowly lowers into the ground 1 minute later, leaving no trace of it. Your size decreases by one size category for the next minute. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Make a, You are protected from Elementals for 1 hour. How about the barbarian? You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. For the next day, any time you make an ability check, roll 1d6 and subtract the result. You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. 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. When drunk, a creature regains 8d4 + 8 HP. You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. 21. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. Anyone trying to perceive you has advantage on their. The effect ends after exhaling fire 3 times, or after 1 hour. the wild mage soaked in the process. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. Once they hit 14th level, they even get to exert a bit of control over the wild magic effects they can produce, rolling twice and choosing the effect thats more beneficial in their situation. Watch headings for an "edit" link when available. Caster's hands become covered in sticky goop. Most players dont like unpredictability. PoA. The table isn't designed to be a punishment to roll on, but more of a "Does fate want to help you, does fate want some random stuff to happen, or does fate want to murder you?". Unless otherwise stated, the content of this page is licensed under. For the next minute, any creature you touch takes 2d6 lightning damage. You are immune to being intoxicated by alcohol for the next 5d6 days. You turn into a potted plant until the start of your next turn. For the next hour, any time you make an ability check, roll 1d4 and add the result. Perhaps a backfiring healing spell actually heals an enemy. 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. I know, that within the context of an RPG, this might seem pretty trivial, but if you take a step back, this is akin to the power of a lesser deity. Your weight changes by a number of pounds equal to the roll. You gain two spell slots at your second-highest level for 1 week. Please enable JavaScript to get the best experience from this site. An eye appears on your forehead for the next minute. You must make a. 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. Roll a d10. You transform into a large empty barrel for 1 minute, during which time you considered. Effect. Choose 1 permanent or triggered effect that has happened to you or somebody else that youve received from this chart and remove it, even if it was beneficial. Potions of Healing cost half of a Magical Item of the same rarity. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. It lets the wielder bypass Resistance to nonmagical attacks. You are vulnerable to fiends for 1 hour. If the roll is even, you get older. 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. Change the name (also URL address, possibly the category) of the page. Pixie Dust. It turns to snow 1 minute later. You are surrounded by faint, ethereal music for 1 minute. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. When a sorcerer casts a spell, after the spell is cast, roll d20. You gain, You permanently forget one cantrip. You cast Tashas hideous laughter on the nearest creature to you. More so, it just means that these characters fully embrace their powers with almost giddiness. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. of yourself appears within 20 feet of you. Wild Magic. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. You teleport up to 60 feet to an unoccupied space that you can see. They also get to have that amazing moment where they unleash their full power and really embrace it, taking them down a path of isolation, power hunger, or acceptance its kind of dealers choice at that point. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. The different grades of healing potions heal for . Such creatures cannot attack you or harm you unless they succeed on a. You cast polymorph on yourself. Dust of Corrosion. That's very odd. If it doesnt, you take 1d6 psychic damage. When you focus on how your character feels about the wild magic theyre connected to, you get to influence not only their actions when using the magic but their overall personality in general. 73-74. Class Archetype - Wild Magic Wild Magic Surge - Level 1. This alone mitigates the risk so that more players might be willing to accept it. 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. So, what are you waiting for? I should've checked here before making my own (see below)Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? The Wowhead Client is a little application we use to keep our database up to date, and to provide you with some nifty extra functionality on the website! 1-2. For the next minute, you gain resistance to poison and psychic damage. Lots of rolling on the Wild Magic Surge . Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). You are confused for 1 minute, as though you were affected by the. When you speak, your voice comes from the magic mouth. Your size increases by one size category for the next minute. Such creatures cannot attack you or harm you unless they succeed on a, Your fingers become sore for 1 hour. You are vulnerable to Fey for 1 hour. For the next minute, you gain resistance to fire and cold damage. You hear a ringing in your ears for 1 minute. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. You can't speak for the next minute. Your speed is increased by 10 feet for 1 day. A remove curse spell can end this effect. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. Any creature that ends its turn within five feet of you is blinded until the end of its next turn. If you want to discuss contents of this page - this is the easiest way to do it. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 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. The cats vanish after the characters next long rest. A spell such as, All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. Roll a d20. 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. You shrink 1d6 inches in height. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. And if you don't hit that the DC becomes 3, and so on and so forth. Pokmon TCG's 5 Best . MOT. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Places where the Weave is torn become conduits for wild magic in their own right. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. No. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. Way back in that Twitter thread, I talked about the function of totems as 4e magic items. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. You regain your lowest-level expended spell slot. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. Readying a spell. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. Your skin turns a vibrant shade of blue. The effect lasts for 1d6 days. To roll for a wild magic surge, roll a number of d10 equal to the spells level + 1, and compare the total result to the Weird Wild Magic Surge table below. Creative Commons Attribution-ShareAlike 3.0 License. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. 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. 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 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. When drunk, a creatures Strength score is increased to 29 for 1 hour. We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. Gnats buzz around your head for 1 minute, distracting you. You regain your lowest-level expended spell slot. 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. 6 Chromatic Rose: Elemental Roses That Can Either Protect Or Damage Creatures. If you fail the saving throw, you turn into a sheep for the spells duration. Wild Magic edit. For the next minute, you regain 5 hit points at the start of each of your turns. From the perspective of everyone else, you cease to exist during that time. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. This homebrew does not modify the Wild Magic Sorcerer origin. Click here to edit contents of this page. How can you be under the effect of that for days? The creature can repeat the saving throw at the end of each of its turns. on yourself. These spells can be broken down into eight categories or schools: Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, and Illusion. You regain, A third eye appears in your forehead, giving you, You make no sounds for 1 minute and you gain. Wild Magic Surge table. If you fall within the next day, you automatically have the benefit of the. New comments cannot be posted and votes cannot be cast. 905. You cast disguise self and appear as the nearest humanoid to you you can see. In my setting, all magic is wild magic, even though the players dont realize it. So it is with magic. Each creature within 30 feet of you becomes invisible for the next minute. If you die within the next minute, you come back to life as if by the. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. Maybe a divination spell can be overcharged in a different way, allowing the caster to obtain answers far easier or to obtain more knowledge than normal. All New Wild Beyond the Witchlight Magic Items. Then, whenever you are being deceptive, you have a mild fit of hiccups.