5e Wild Magic Table : Dive Into Spellbinding Adventures

5e Wild Magic Table : Dive Into Spellbinding Adventures

Are you curious about the whimsical 5e Wild Magic Table? Look no further! This article dives into its key features, the unpredictable Wild Magic Table Surge, the intriguing Tides of Chaos, the helpful Bend Luck, and the powerful Spell Bombardment.

Whether you’re a seasoned player or new to the game, understanding these elements will enhance your gameplay and bring a breath of fresh excitement to your adventures. Let’s explore this captivating aspect of Dungeons & Dragons together!

Understanding 5e Wild Magic Table

Ever wondered what makes the 5e Wild Magic Table so exciting? This table adds an unpredictable element to your game, making every spell cast a unique experience. Dive in to discover the key features, the thrilling concept of Wild Magic Table Surge, and much more.

d100EffectDurationFeatures
01Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.1 minuteminute, each, for
02For the next minute, you can see any invisible creature if you have line of sight to it.1 minuteline, of, sight
03A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.1 minutemodron, by, controlled
04You cast Fireball as a 3rd-level spell centered on yourself.Instantyourself., on, spell
05You cast Magic Missile as a 5th-level spell.Instant5th-level, spell., a
06Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.Permanentroll, height, odd, even, grow.
07You cast Confusion centered on yourself.Instanton, Confusion, casting
08For the next minute, you gain 10 +7 AC.1 minutenext, +7, 10
09You cast Geas on yourself.30 dayscasting, Geas, on
10You cast Gust of Wind.Instantcasting, Gust, Wind
11You gain resistance to all damage for the next minute.1 minutenext, all, damage, resistance
12Your hair falls out but grows back within 24 hours.24 hoursfalls, grows, 24, hair
13You cast Mirror Image.Instantcasting, Mirror, Image
14You cast Fly on a random creature within 60 feet of you.Instantrandom, Fly, creature
15You regain hit points equal to your sorcerer level.Instantpoints, regain, level
16For the next minute, you regain 5 hit points at the start of each of your turns.1 minuteregain, 5, each
17You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.Until you sneezesneeze, remains, feathers
18You cast Grease centered on yourself.Instanton, self, Grease
19Creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.1 minutenext, piercing, within
20You can teleport up to 60 feet to an unoccupied space you can see.Instantcan, up, see
21You cast Fog Cloud centered on yourself.Instanton, casting, self
22You gain the ability to speak one additional language of your choice for the next hour.1 houradditional, ability, one
23Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.Permanentshade, vibrant, turning
24An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks.1 minuteWisdom, eye, next
25You cast Darkness centered on yourself.InstantDarkness, on, self
26For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.1 minutenext, spells, casting
27You regain 2d10 hit points.Instantregain, points, 2d10
28You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.Duration of spellPolymorph, saving, yourself
29Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.1 minutebutterflies, next, flower
30You can take one additional action immediately.Instanttake, immediately, one
31Each creature within 30 feet of you takes 1d10 necrotic damage.Instantnecrotic, Each, creature
32You gain resistance to all damage for the next minute.1 minutenext, resistance, all
33Your voice booms three times louder than normal for the next minute.1 minuteminute, normal, louder
34You cast Call Lightning.InstantCall, Lightning, casting
35You are frightened by the nearest creature until the end of your next turn.Until end of turnnearest, frightened, turn
36You cast Levitate on yourself.InstantLevitate, casting, yourself
37A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.1 minuteunicorn, space, 1
38You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.1 minutepink, float, out
39A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.1 minutenear, spectral, immunity
40You cast Thunderwave centered on yourself.InstantThunderwave, casting, yourself
41You regain your lowest-level expended spell slot.Instantregain, lowest-level, expended
42You can breathe fire. This fire breath is a 15-foot cone dealing 4d6 fire damage (Dexterity save for half).1 hourhalf), breathe, 15-foot
43You cast Fog Cloud centered on yourself.Instantcasting, self, on
44You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.1 minutetime, invisible, attack
45If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.1 minutespell., Reincarnate, next
46Your size increases by one size category for the next minute.1 minutesize, category, increases
47You cast Lightning Bolt as a 3rd-level spell.Instantcasting, spell., a
48You cast Create Food and Water.InstantCreate, casting, Water
49You cast Invisibility on yourself.Instantself, Invisibility, casting
50You cast Fly on yourself.Instantcasting, Fly, self
51You are immune to being intoxicated by alcohol for the next 5d6 days.5d6 daysdays., next, being
52You cast Levitate on yourself.InstantLevitate, casting, yourself
53Not trusting the magic, you duck just in case. The effect happens after that.Instantduck, trusting, happens
54Enchant your natural weapon with the magic of your choice if you have one. Otherwise, this effect has no impact.10 minuteschoice, Enchant, weapon
55You can use Misty Step as a bonus action for the next hour, but you must end each teleport in an unoccupied space you see.1 hourunoccupied, Step, Misty
56All coins you are carrying change to the next highest denomination for the next hour.1 hournext, denomination, the
57You cast Mirror Image.Instantcasting, Mirror, Image
58You cast Cloudkill.Instantcasting, Cloudkill,
59Creatures within 30 feet of you regain points equal to your sorcerer level.Instantsorcerer, points, regain
60You regain your lowest-level expended spell slot.Instantlowest-level, expended, regain
61Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.Permanentroll, age, odd, even, older.
62All your hair falls out but grows back within 24 hours.24 hourshair, falls, within
63You cast Inflict Wounds as a 3rd-level spell.Instant3rd-level, Inflict, Wounds
64You gain vulnerability to all damage for the next minute.1 minuteall, gain, damage
65You regain hit points equal to your sorcerer level.Instantregain, points, sorcerer
66You cast Fly on yourself.Instantcasting, Fly, self
67You become invisible for the next minute. During this time, other creatures can’t see you. The invisibility ends if you attack or cast a spell.1 minutesee, invisible, other
68Your size increases by one size category for the next minute.1 minutesize, increases, category
69Until your next long rest, your AC is 1 higher than average for your race and class.Until long restrace, AC, class
70You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.Duration of spellspell., yourself, sheep
71You cast Fireball as a 3rd-level spell centered on yourself.InstantFireball, casting, yourself
72You cast Gust of Wind.Instantcasting, Gust, Wind
73You gain vulnerability to all damage for the next minute.1 minutevulnerability, minute, all
74You cast Call Lightning.Instantcasting, Lightning, Call
75A gold coin falls from the sky and onto your head.Instantfalls, head, sky
76You are frightened by the nearest creature until the end of your next turn.Until end of turnnearest, turn, frightened
77You gain resistance to all damage for the next minute.1 minuteresistance, all, next
78You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.1 minutetry, pink, mouth
79You regain 1d10 hit points.Instantregain, points, 1d10
80You cast Confusion centered on yourself.Instantcasting, Confusion, yourself
81You regain your lowest-level expended spell slot.Instantlowest-level, spell, slot
82You gain the ability to speak one additional language of your choice for the next hour.1 hourability, language, additional
83Your voice booms three times louder than normal for the next minute.1 minuteminute, three, voice
84You cast Darkness centered on yourself.InstantDarkness, self, casting
85An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks.1 minutechecks, advantage, time
86You cast Levitate on yourself.Instantcasting, Levitate, yourself
87You regain hit points equal to your sorcerer level.Instantregain, level, equal
88You cast Fog Cloud centered on yourself.Instantcasting, Fog, Cloud
89Each creature within 30 feet of you takes 1d10 necrotic damage.Instantnecrotic, damage, Each
90A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.1 minuteunicorn, appears, 1
91You cast Mirror Image.InstantMirror, Image, casting
92You gain vulnerability to all damage for the next minute.1 minuteall, next, damage
93You cast Lightning Bolt as a 3rd-level spell.InstantLightning, spell., 3rd-level
94You cast Invisibility on yourself.InstantInvisibility, casting, self
95You cast Cloudkill.Instantcasting, Cloudkill,
96Creatures within 30 feet of you regain points equal to your sorcerer level.Instantcreatures, level., equal
97You cast Call Lightning.InstantLightning, Call, casting
98Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.Permanentblue., Remove, vibrant
99You are immune to being intoxicated by alcohol for the next 5d6 days.5d6 daysintoxicated, immune, next
100You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.Duration of spellturn, Polymorph, saving

Key Features of 5e Wild Magic Table

The 5e Wild Magic Table offers a range of effects that can occur when a spell is cast by a Wild Magic Table Sorcerer. Here are some key features:

  • Random Effects: Anything from growing a beard made of feathers to summoning a unicorn.
  • Unpredictability: Keeps the game fresh and exciting.
  • Rich Role-Playing Opportunities: Adds depth to character interactions.
  • Balancing Power: Can both aid and hinder players in unexpected ways.

Also Read: Rapier 5e: Mastering Precision Strikes in D&D Battles

5e Wild Magic Table Surge

Wild Magic Table Surge is a core aspect of the Wild Magic Table. When a Wild Magic Table Sorcerer casts a spell, there’s a chance that a random magical effect will occur.

5e Wild Magic Table Surge

This effect is determined by rolling a d100 and consulting the Wild Magic Table. The outcomes can range from amusing to dangerous, making each spell cast a gamble.

Tides of Chaos

Tides of Chaos is a feature that allows a Wild Magic Table Sorcerer to gain advantage on an attack roll, saving throw, or ability check.

However, using this feature gives the Dungeon Master the option to force a Wild Magic table Surge the next time the sorcerer casts a spell. This mechanic adds another layer of excitement and strategy to gameplay.

Bend Luck

Bend Luck is an ability that allows the Wild Magic Table Sorcerer to twist fate. By using their reaction, they can add or subtract a d4 from another creature’s attack roll, ability check, or saving throw. This can be used to either help an ally or hinder an enemy, making it a versatile tool in the sorcerer’s arsenal.

Spell Bombardment

Spell Bombardment enhances the damage-dealing capability of the Wild Magic Table Sorcerer. When the sorcerer rolls damage for a spell and rolls the highest number possible on any of the dice, they can roll those dice again and add the new roll to the damage.

5e Wil magic table : Spell Bombardment

This ability can significantly increase the potency of their spells, making them even more formidable in combat.

Also Read: Light Dragon Path: Discover Hidden Mysteries Today!

Conclusion

Navigating the 5e Wild Magic Table can be an exciting and unpredictable experience for any Dungeons & Dragons player.

With its unique features like Wild Magic Table Surge, Tides of Chaos, Bend Luck, and Spell Bombardment, it adds a thrilling layer of spontaneity to the gameplay.

By understanding these elements, players can better prepare for the magical randomness that may unfold. In summary, the 5e Wild Magic Table brings a refreshing twist to the game, ensuring that no two sessions are ever the same.

Eager to learn more about D&D mechanics and tips? Dive into our other blogs for more captivating content!

Leave a Comment