wild magic potion 5e
For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. . 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?". When drunk, a creatures Strength score is increased to 29 for 1 hour. Cabbages sprout abundantly within a 30' radius. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. You gain the ability to speak with animals for 1 day. Instead, they simply talk about an ability to access the raw forces of magic. 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. All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. It takes an action to pick up 100 scattered coins. An area of wild magic, or a wild magic zone, is where the pipes rupture, allowing insane amounts of energy to pour out and some crazy things to happen. You lose proficiency in all skill rolls for 1d4 hours. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. Your feet sink into the ground, making you completely immobile for one minute. 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 gain a +2 bonus to your AC for 1 minute. Consuming this food deals 2d6 poison damage and causes the. Wild Magic Sorcerers have a special interaction with this rule. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. The next time you cast a spell, do not roll on this chart. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. Chromatic Rose. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). MOT. Cool list! Requires level 70. The character is frightened of all creatures until the end of their next turn. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! 2023 Wizards. We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. You cast magic missile as a 5th-level spell. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. I'd argue a lot of the added effects seem to be negative. 3d6 random gems appear near you, worth 50gp each. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. Bobbing Lily Pad. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. You then regain the use of this feature. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. For the next minute, you must shout when you speak. It keeps the game fresh and exciting, and it helps lessen the insidious idea that Im here solely to curate an experience for my players. 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. Your hair falls out but grows back within 1 day. For the next hour, you are unable to read as the letters all appeared jumbled. You teleport to an alternate plane, then return to the location where you started after 1 minute. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. 3-4. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. If the result is 1 or less, a Wild Magic Surge occurs. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. This name generator will give you 10 random names for potions, elixirs and other concoctions. If you drop to 0 hit points, your pot breaks, and your form reverts. LMP. Your size shrinks by 1d4 feet for 1d4 hours. Each creature within 30 feet of you takes 1d10 necrotic damage. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. For the next hour, any time you make an ability check, roll 1d4 and add the result. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit. the wild mage soaked in the process. You become invisible and silent for 1 minute. You feel like a wild animal, and you have a sudden urge to hunt and kill. For the next spell you cast within 1 minute that does damage, the damage is minimized. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast. So the next roll is a 1 or a 2. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. Your age changes by a number of years equal to the roll. These options are significantly weirder and more dangerous than those found on the standard wild magic table. For the next minute, you are unable to cast any spell that causes damage of any type. 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. And if you don't hit that the DC becomes 3, and so on and so forth. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. The effect ends after exhaling fire 3 times, or after 1 hour. Nathan . You turn into a potted plant until the start of your next turn. Disappointing. The invisibility ends if you attack or cast a spell. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. The cats vanish after the characters next long rest. For the next minute, you can see any invisible creature if you have line of sight to it. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. All the rations you are carrying turn to soap. These characters can be dangerous because theyll probably seek to invite randomness into any situation, be that with their magic or not. You teleport up to 60 feet to an unoccupied space of your choice that you can see. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. You cast Tashas hideous laughter on the nearest creature to you. Creative Commons Attribution-ShareAlike 3.0 License. 0903 Caster finds a potion that can instantly cause his death . Whenever you try, pink bubbles float out of your mouth. 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. 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. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Your hair grows to double its current length over the next minute. Check out how this page has evolved in the past. Starting at 6th level, you have the ability to twist fate using your wild magic. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. You are surrounded by a faint, offensive odor for 1 minute. During this time, you must succeed on a. Other events or actions may also result in rolling on the table. 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. Areas of wild magic are known for two things. Places where the Weave is torn become conduits for wild magic in their own right. 1. They vanish after 1 minute. All of your hair permanently falls out. Click here to edit contents of this page. on yourself. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. The power of your magic is strong! 1-2. This homebrew does not modify the Wild Magic Sorcerer origin. Any more haste, and you'll be stuck waiting for your barrage to cooldown after you've cast blast. You go back to your regular bodies at the end of your next turn, if the body is still alive. 2. 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. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. When you try, pink bubbles float out of your mouth. 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. 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. and appear as the nearest humanoid to you you can see. You can't speak for 1 minute. 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). Like many sorcerous origins, this isnt nailed down to one finite cause but, in general, comes from some variety of exposure to powerful magic in its raw form. You levitate 6 inches off the ground for 1 minute. You regain your lowest-level expended spell slot. Simply type the URL of the video in the form below. You are under the effect of a slow fall spell until they disappear after 1d8 days. You cant speak for the next minute. Such creatures cannot attack you or harm you unless they succeed on a. Uncommon. Cast time: 3 sec. You have. You are vulnerable to Beasts for 1 hour. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. You immediately take 1d10 radiant damage. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Caster's hands become covered in sticky goop. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. 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'. 0904 Caster finds a potion that can instill zealous religious fervor . The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). Such creatures cannot attack you or harm you unless they succeed on a, You feel the incredible urge to relieve yourself. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. Whenever a spell is cast within a wild magic zone, a DM can cause one of a few things to happen. Make a, You are protected from Elementals for 1 hour. If you drop to 0 hit points, your pot breaks, and your form reverts. The main way we interact with any form of wild magic is through the abilities given to us by a select few subclasses. Enjoy! If the roll is odd, you get younger (minimum 1 year old). You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. You gain the ability to speak one additional language of your choice for 1 hour. You are vulnerable to Aberrations for 1 hour. While a plant, you are incapacitated and have vulnerability to all damage. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. For 2d6 days, you glow bright yellow. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. In fact, the Wild Magic Surge table, which well cover in a bit, comes from one of these subclasses. You transform into a stone statue of yourself for 1 minute, during which time you are considered. You no longer need to breathe for the next 1d8 hours. Thus, the Wild Magic Surge table plays a prominent role in my campaign. 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. From the perspective of everyone else, you cease to exist during that time. When drunk, a creature gains the effect of the clairvoyance spell. 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. Spells are fickle things, so all of these effects should be used at a DMs discretion. 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. Append content without editing the whole page source. Such creatures gain. Expired Healing Potion. Your size increases by one size category for the next minute. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Any creature that ends its turn within five feet of you is blinded until the end of its next turn. For the next day, everything you say must rhyme. Like, what is a slow fall spell? During that time, other creatures cant hear you. The spell fails to take effect. Comment by RedwoodElf "Wild Magic" is probably a reference to the Wild Magic in Stephen R. Donaldson's Chronicles of Thomas Covenant the Unbeliever. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. You gain proficiency in one tool or weapon type you dont already have for 1 day. Notify administrators if there is objectionable content in this page. You grow a third eye in the center of your forehead, increasing your perception skill by 2. The DM chooses the damage type. Potions are like spells cast upon the . For more information, please see our Something does not work as expected? Or your magic could be a fluke of your birth, with no apparent cause or reason. In 5e, magic feels decidedly tamed. You cast polymorph on yourself. Even though that random occurrence may be beneficial. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. Applying the oil takes 1 minute. For the next day, you gain proficiency in all skills that you are not already proficient in. When drunk, a creatures Strength score is increased to 21 for 1 hour. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. Two full moons. View and manage file attachments for this page. 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. Both the wild magic sorcerer and the path of wild magic barbarian have abilities that reflect this chaotic side of the Weave. Wild Magic. Creative Commons Attribution-ShareAlike 3.0 License. You glow with bright light in a 30-foot radius for the next minute. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. Your height changes by a number of inches equal to the roll. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. Potion of Animal Friendship. on the nearest creature to you. 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. Unless otherwise stated, the content of this page is licensed under. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. Dust of Corrosion. Spells cost additional bonus round cast time. chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. You and each creature within 20 feet of you who must make a. You regain your lowest-level expended spell slot. All silver you are carrying is now copper. Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject.. Wild Zones: Some places are magically unstable.When a creature casts a spell, uses a spell-like . Perhaps you were blessed by a powerful fey creature or marked by a demon. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. Your height changes by a number of inches equal to the roll. controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. The effects of the potion occur immediately. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. A common curse is that whenever a caster of any type casts, they must roll on this table. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. appears hovering in front of you expectantly, only visible and touchable by you. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. More so, it just means that these characters fully embrace their powers with almost giddiness. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. During that time, other creatures can't hear you. For the next minute, you must shout when you speak. Its easy to imagine the weave as an exceedingly complex system of pipes. 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. 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. You take 2d10 psychic damage. If you fail the saving throw, you turn into a sheep for the spells duration. You become invisible for the next minute. 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. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. Such creatures gain. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. If not, the result is a Chaos Burst. With two active groups and several one-off sessions, Ive only had one player at a convention that embraced the concept of wild magic. Plenty of the results also become more or less useful, problematic, or interesting based on context, which is fun and, I think, the big reason why this is such a popular subclass. A random creature within 60 feet of you is. Anyone within 10 feet of you must make a. 3. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Such creatures gain. 7. The invisibility ends if you attack or cast a spell. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. Beginning at 18th level, the harmful energy of your spells intensifies. and our 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. Most fights are easily won with Sleep anyway. With a bit more experience under my belt, Id even revise something I said. You gain an additional spell slot of your highest level for 1 week. : For the next day, your skin tone changes color every 30 minutes, cycling . You regain hit points equal to the sum of the necrotic damage dealt. You gain the ability to walk on water for 1 day. If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. We trust you, as the DM, to come up with suitable solutions. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. Teleport up to 60 feet away to unoccupied space. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. If the roll is odd, you shrink. All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute. Necromancy plays with the delicate balance between life and death. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. Way back in that Twitter thread, I talked about the function of totems as 4e magic items. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 75-76. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. For the next minute, any creature you touch takes 2d6 lightning damage. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute. All creatures within 30 feet of you must make a. You cast fear in the direction youre facing. You and anyone within 10 feet of you must make a. It makes sense if you think about it. 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. All creatures that can perceive you must make a. If it doesnt, you take 1d6 psychic damage. You recover your lowest-level expended spell slot. The effect ends early if the creature makes an attack or casts a spell. 903. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute. d100. Readying a spell. For the next minute, you gain resistance to fire and cold damage. Lost Laboratory of Kwalish. The official wild magic surge table is found in the Player's Handbook. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. You sprout tiny fairy wings from your shoulders. A spell such as, You are surrounded by a faint, pleasant odor. Choosing a monster affiliated with your deity and gaining one of its abilities. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. For the next minute, you must shout when you speak. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. Likewise, different areas have different wild magic tables. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. 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. 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. 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. When drunk, a creatures Strength score is increased to 25 for 1 hour. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. Watch headings for an "edit" link when available. Your body (none of your clothing or gear) teleports 10 feet in a random direction. Wild Magic edit. You feel strong and powerful, like a wild beast. You transform into a large empty barrel for 1 minute, during which time you considered. When drunk, a creature gains resistance to all damage for 1 minute. 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. 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. A spell such as. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. Their stats are then determined by their level and the type of spell they are. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. 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. 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.