wild magic potion 5e

For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. Please enable JavaScript to get the best experience from this site. 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. Interestingly enough, neither of these subclasses directly reference tears in the weave. You gain a -2 penalty to your AC for 1 minute. and the downright catastrophic. A. If you do, you must take the new rolls result. It disappears at the end of your next turn. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. Roll a d10. This name generator will give you 10 random names for potions, elixirs and other concoctions. Wikidot.com Terms of Service - what you can, what you should not etc. A random creature within 60 feet of you is. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. You are surrounded by faint, ethereal music for the next minute. When drunk, a creatures Strength score is increased to 21 for 1 hour. For the next minute, you regain 5 hit points at the start of each of your turns. You lose concentration on any spells you are concentrating on, and an. You can't speak for the next minute. It turns to snow 1 minute later. For the next hour, any time you make an ability check, roll 1d4 and subtract the result. Each creature within 30 feet of you takes 1d10 necrotic damage. While a plant, you are incapacitated and have vulnerability to all damage. 4. All creatures within 30 feet of you must make a. Whenever a Wild Magic Sorcerer rolls on the Weird Wild Magic Surge Table, they roll the number of d10s determined by the level of spell they cast. Your size shrinks by 1d4 feet for 1d4 hours. Such creatures cannot attack you or harm you unless they succeed on a, You feel the incredible urge to relieve yourself. Whenever you try, pink bubbles float out of your mouth. You must make a. Potions are like spells cast upon the . A spell such as. 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. 2. A Moon-Touched Sword is one of the best low-level magic weapons in D&D 5e. For the next day, any time you make an ability check, roll 1d6 and subtract the result. 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. Any creature within 5 feet of you that can see is. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. 905. They can continue doing this until they are happy with the result or they roll 10d10. If the result is 1 or less, a Wild Magic Surge occurs. Surely they must give us some idea of how wild magic really works, right? All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. For the next hour, any time you make an ability check, roll 1d6 and add the result. A spell such as, All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. It disappears at the end of your next turn. A simulacrum of yourself appears within 20 feet of you. All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. If you cast a spell with a saving throw within the next minute, the target gains. However a mage accesses their magic, both sources (in the Forgotten Realms at least) tap into a deeper, underlying layer of energy known as The Weave. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. 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. While this table works fine, some players find 50 options to be inadequate. 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?". You immediately take 2d10 psychic damage. Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. 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 regain, A third eye appears in your forehead, giving you, You make no sounds for 1 minute and you gain. Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. Necromancy plays with the delicate balance between life and death. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). Your body and all your gear take on a glassy appearance for the next minute. If the result is 1, roll on the Wild Magic Surge table. A d10 becomes a d8, then a d6, and then a d4. Your feet and hands disappear. Append content without editing the whole page source. The language needs some fixing but overall a fun twist on ubiquitous potions of healing. If there is no other creature within range, you target yourself. Crimson liquid that pulses like a heartbeat with dull light. Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. Maximum Power. For the next minute, you can see any invisible creature if you have line of sight to it. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake. You transform into an iron statue of yourself for 1 minute, during which time you are considered. For the next minute, you gain resistance to fire and cold damage. You are confused for 1 minute, as though you were affected by the. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Such creatures gain. Below is a small table to determine which effects might happen. Mythic Odysseys of Theros. You gain truesight out to a range of 60 feet for the next minute. Wild Magic. You gain the ability to speak with animals for 1 day. Campaigns have ended within minutes before as an early roll on the Wild Magic Surge table has seen the party sorcerer cast fireball centered on themself and earn the record for the Forgotten Realms fastest TPK. 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 gain a reach of 15 feet with them for the next minute. The effect lasts for 1d6 days. 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. You feel lucky. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. Potion name generator . You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. You gradually return to your original weight over the course of 1 day. It is up to the DM whether to implement this rule. 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. You teleport up to 60 feet to an unoccupied space that you can see. 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. 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. Once you do so, you must finish a long rest before you can use this feature again. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. You transform into a stone statue of yourself for 1 minute, during which time you are considered. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. The power of your magic is strong! Your age changes by a number of years equal to the roll. 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. If the roll is odd, you shrink. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. appears hovering in front of you expectantly, only visible and touchable by you. Uncommon. You gain a +2 bonus to your AC for 1 minute. Caster's hands become covered in sticky goop. When drunk, a creatures exhaustion is removed and any diseases or poison effects are cured. 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. In this accursed place, you have the chance to provoke some of the following wild magic results. An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. Spells. If there is no other creature within range, you target yourself. : For the next day, your skin tone changes color every 30 minutes, cycling . Shaking the bottle fails to interrupt this process. 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. You switch souls with a random creature within 30 feet of you. You recover your lowest-level expended spell slot. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. If you fail the saving throw, you turn into a sheep for the spells duration. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. Wild magic is any form of untamed magic. When drunk, a creature can breathe underwater for 1 hour. You glow with bright light in a 30-foot radius for the next minute. This represents the Wild Magic building inside you. The flock disappears 1 minute later. They vanish after 1 minute. You are protected from Plants for 1 day. When drunk, a creatures Strength score is increased to 29 for 1 hour. Creature gains the effect of the etherealness spell for 1 hour. on yourself. You teleport to an alternate plane, then return to the location where you started after 1 minute. 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? A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. This alone mitigates the risk so that more players might be willing to accept it. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. This does the job but there's some . You immediately make an unarmed strike against a random creature within 5 feet of you. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. MOT. 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. With two active groups and several one-off sessions, Ive only had one player at a convention that embraced the concept of wild magic. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Perhaps you were blessed by a powerful fey creature or marked by a demon. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. You are vulnerable to Plants for 1 hour. You can't cast a spell from an item in beast form, nor use anything that requires speech or a body part that your beast form doesn't have. You can use the feature only once per turn. View/set parent page (used for creating breadcrumbs and structured layout). Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. You and anyone within 10 feet of you must make a. See pages that link to and include this page. 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. However, most of the results are new and this table has undergone moderate playtesting in my groups. Potion of Animal Friendship. You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. If you are in combat, you reroll your order in the initiative at the end of this round. Most fights are easily won with Sleep anyway. A gentle gust of wind blows outward from you. Because of this, these subclasses actually tell us a lot. Unless otherwise stated, the effects of wild magic that arent instantaneous (such as a peal of bells or the detonation of a fireball) are assumed to be permanent until removed by a spell such as Greater Restoration. Most of the casting classes have learned to control magic through rigid rituals and precise incantations. For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. You are vulnerable to Celestials for 1 hour. 32. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. Your feet sink into the ground, making you completely immobile for one minute. until 1d4 rounds later. While most wizards study for a specific school of magic, others may opt to choose to study how magic reacts when introduced to an element of chaos. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. When drunk, a creatures Strength score is increased to 27 for 1 hour. Your size decreases by one size category for the next minute. You are vulnerable to Aberrations for 1 hour. Append content without editing the whole page source. The next spell you cast within the hour uses a slot level one level higher than what it normally requires. Unless otherwise stated, the content of this page is licensed under. All creatures within 40 feet of you can feel it, but it otherwise does nothing. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a unicorn appears within 30 feet of the character. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. How about the barbarian? This item fits the fairytale aesthetic a little bit more than some of the other magical items, but this Rose is a lot deadlier than most. For more information, please see our Expired Healing Potion. You may notice that some effects dont 100% align with every spell in 5e. Each creature within 30 feet of you becomes invisible for the next minute. You are vulnerable to Fey for 1 hour. You recover all your expended spell slots. You become colorblind until your next long rest. In these areas, spells would behave erratically, causing anything from a backfired spell to a plaque of floomphs. Wild Magic edit. This crafting method can only create the base potion for healing (2d4+2 returned hit points). You see briefly into the future. For the next spell you cast within 1 minute that does damage, the damage is minimized. 20. 75-76. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. The creature can repeat the saving throw at the end of each of its turns. That belongs in a different article. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. Your eyes permanently change color. Of course, it mightve just had something to do with barbarians being known for easier gameplay, and making another d100 table couldve been a bit over the top. You become invisible and silent for 1 minute. So it is with magic. For the next hour, you appear to others to be the opposite gender. If youd like, you can even have players make an Arcana check against a suitable DC to determine whether or not they have to roll on this table. Also, as Bloodcinder pointed out in a comment, this is an optional rule. It takes an action to pick up 100 scattered coins. You cast fireball as a 3rd-level spell centered on yourself. You break your attunement with 1d3 of your magic items to which you are attuned. If you fall within the next day, you automatically have the benefit of the. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. Cookie Notice If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. If the roll is even, you gain it. Simply browse for your screenshot using the form below. 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. You feel strong and powerful, like a wild beast. School of Chaos (Wild Magic Wizard). 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. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. You become invisible for the next minute. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. Beginning at 18th level, the harmful energy of your spells intensifies. Princes of the Apocalypse. Your non-magical items change to fit your new form. The different grades of healing potions heal for . You gain, You permanently forget one cantrip. For the next minute, you are unable to cast any spell that causes damage of any type. You lose proficiency on all skill checks for 1 minute. Cool list! Make a, You are protected from Elementals for 1 hour. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. When a sorcerer casts a spell, after the spell is cast, roll d20. 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.