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# PART 1 - Random Tables ## Magical effects ### Wild Magic Raw magic, untempered by spells, unfettered by the laws of man or god. ##### High energy exposure Some sources of wild magic react unpredictably with living organisms. These sources -- more akin to electricity than traditional arcana -- cause strange but (mostly) harmless transformations which typically last around 6d10 minutes. | d10 | Effect | |:---:|:-----------| | 1 | The player is no longer affected by gravity. | | 2 | The player is transformed into a harmless swarm of glowing butterflies with a flying speed of 30 ft. | | 3 | The player is visible only in dim light. | | 4 | All nearby creatures make a charisma saving throw; the player has their mind swapped with the creature who scored lowest. | | 5 | The player becomes incredibly magnetic. | | 6 | The player is trapped on the ethereal plane. | | 7 | An exact duplicate of the player is created in the nearest unoccupied space. | | 8 | The player is transported to the tower of a wizard who is currently working on an experimental summoning ritual. | | 9 | Three of the player's ability scores become 20, and three become 5. | | 10 | The player is brought outside the timestream for the duration and everything around them appears to freeze. They move and take actions as normal, but cannot affect anything that they weren't wearing or carrying. | ##### Wild magic surge Additional options for the [Wild Magic Sorcerer](http://dnd5e.wikidot.com/sorcerer:wild-magic)'s surge table. I recommend also using the following variation rules, acquired and adapted from various places: - Each time the player does something that could trigger a wild magic surge, roll a d20. If the result is equal to or less than their current Risk Factor (initially 1), roll on the wild magic table. Otherwise, add 1 to the Risk Factor. Once a surge occurs, the Risk Factor is reduced back to 1 again. - Every time a wild magic effect is triggered, remove it from the table and replace it, either with a random effect from this table or with one of your own. - Additionally, you can gather effect ideas from other players. At the beginning of the first session, or any session when you feel low on ideas, secretly solicit a wild magic surge effect from every player and either swap it randomly into the table or append it to the table below. | d100 | Effect | |:----:|:-------| | 1 | All magical effects you produce in the next minute are both invisible and silent. | | 2 | You take 1d3 additional turns in a row, then gain a level of exhaustion. | | 3 | You cast Awaken on up to three random shrubs within 500 feet. | | 4 | Three random creatures within 300 ft of you are trapped in bubbles which rise up 60 ft, hover for two turns, then burst. | | 5 | You cast the Daylight spell centred on yourself. | | 6 | Your reflection takes on a life of its own for 1 random hour each day. The Banishment spell ends the effect. | | 7 | The next sorcerer spell you cast automatically gains the effect of the Empowered Spell metamagic option. | | 8 | Ten spectral hands appear around you, under your control. They act as if cast by the Mage Hand cantrip and you can control them all simultaneously. | | 9 | You are surrounded by swirling flame. Creatures within 10 ft of you take 2d4 fire damage at the start of your turn, and flammable objects within this range are ignited. | | 10 | All spells you cast for the next minute deal an extra 2d6 cold damage. If they do not normally deal damage, you are the target. | | 11 | For the next 10 minutes, your voice sounds like an eagle screeching. | | 12 | You create a circular wall of sand with a radius of 30 ft, centred on yourself. The wall acts as if created by the Wall of Sand spell, is 10 ft high and 1 ft thick, and lasts for 1 minute. | | 13 | You grow a pair of mighty horns. They are a natural weapon with which you are proficient, and deal 1d10 + (Strength) piercing damage on a hit. The horns shrivel and drop off after 1 hour. | | 14 | Roll again on this table; that effect then occurs. If the effect has a duration, it is doubled. | | 15 | Your Charisma modifier is doubled for 1 minute, but you have vulnerability to all damage. | | 16 | You cast Earth Tremor at the start and end of each of your turns for the next minute, centred on yourself with a range of 25 ft. The spell deals no damage. | | 17 | For the next minute, whenever a creature within 300 ft of you rolls a 7 on a d20, flip a coin. Heads, the roll is treated as a 20. Tails, it is treated as a 1. | | 18 | For the next 8 hours, you know the Mold Earth, Gust, Control Flames, and Shape Water cantrips. | \pagebreakNum | d100 | Effect | |:----:|:-------| | 19 | The first creature you kill within the next hour remains on 1 hit point and is transported to the Astral Plane. | | 20 | You cast Animate Objects on your spellcasting focus. | | 21 | All nonmagical nonliving wood you touch for the next hour becomes steel. | | 22 | All water within 20 ft of you becomes holy water, and glows for 1 minute. | | 23 | Your hair falls out over the next hour, then regrows a different colour over the next 7 days. | | 24 | You gain the effects of a Ring of X-ray Vision for the next minute. | | 25 | You create a shower of 1d10 * 10 silver coins every time you cast a spell for the next 10 minutes. | | 26 | Your limbs double in length for the next 10 minutes, and you gain a +10 to acrobatics for the duration. | | 27 | The nearest hostile creature to you must succeed on a DC 20 Charisma saving throw or disappear, reappearing after 1 day. It is unaware of any intervening time. | | 28 | Your eyes change to a different colour. | | 29 | You feel drowsy, and have disadvantage on saving throws to maintain concentration on spells until you finish your next long rest. The next time you fall asleep, you cast the Dream spell on a target of your choice. | | 30 | For the next day, you can use your own hair or fingernails in place of inexpensive spell components. | | 31 | You create a pillar of earth beneath a random creature within 120 ft., yourself included, as if by the Bones of the Earth spell. The DC for this effect is 20. | | 32 | A large gemstone worth 25 gp appears in your mouth. | | 33 | One of your teeth falls out. Once you spit it out, it grows into a +1 magical weapon. | | 34 | You gain awareness of the sigil sequence of one random teleportation circle on the same plane of existence as you. | | 35 | Your left hand gains a life of its own, and is under the control of the DM for the next minute. | | 36 | You gain the ability to speak one of Ignan, Terran, Aquan, or Auran, determined randomly. | | 37 | You gain the effects of the Speak With Animals spell for the next hour, but cannot speak normally during this time. | | 38 | You sprout a thick layer of fur. It lasts indefinitely, but does not regrow if shaved. | \columnbreak | d100 | Effect | |:----:|:-------| | 39 | A random humanoid which has seen you to in the past month falls madly in love with you. | | 40 | You grow an elephant's trunk for 24 hours, and have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on scent for the duration. | | 41 | All your ability scores increase by 1 for the next hour. | | 42 | Your non-dominant hand withers and drops off, becoming a Crawling Claw. Your hand regrows after 1 hour. | | 43 | You appear to age 1d6 * 10 years. Your actual age is unaffected. A Greater Restoration or Remove Curse spell ends the effect. | | 44 | You appear to age backward 1d6 * 10 years. Your actual age is unaffected. A Greater Restoration or Remove Curse spell ends the effect. | | 45 | A random creature within 120 ft suffers a wild magic surge at the start of its next turn. | | 46 | The nearest humanoid corpse to you is raised from the dead as if by the Resurrection spell, then teleported to the nearest unoccupied space to you. | | 47 | An illusory sword appears hanging inches above your head. It disappears after 1 hour. | | 48 | The next words you speak appear above you as if by the Skywrite spell. | | 49 | You feel yourself turn frail. For the next minute you have vulnerability to poison damage and treat your constitution modifier as a +0 if it would otherwise be higher. | | 50 | Magic items within 60 ft regain any spent charges. | | 51 | You gain awareness of the current location of the nearest dragon on the same plane of existence as you. | | 52 | For the next minute, all non-weapon objects you are holding or carrying gain the Thrown (60/120) property when used as improvised weapons, and deal 2d8 + (Dexterity) damage on a hit. You gain proficiency in improvised weapons for the same duration. | | 53 | You gain a new Flaw, in the form of an obscure phobia. | | 54 | You cast Create Food and Water. | | 55 | Nonmagical plants within 30 ft of you wither and die. | | 56 | Your body is flipped; your heart is now on the right-hand side, any wounds are mirrored, and your dominant hand is swapped. | | 57 | You gain a strength score of 28 for the next minute. | | 58 | You cast Bigby's Hand. It lasts for 1+1d3 turns and doesn't require concentration. | | 59 | You gain the Stone Golem's Immutable Form trait for 5d6 days. | | 60 | You teleport to a location of your choice that you have seen within 10 miles. | \pagebreakNum | d100 | Effect | |:----:|:-------| | 61 | All non-magical locks within 1,000 ft of you are unlocked. | | 62 | Nonmagical documents that you are carrying are ruined, replaced with impenetrable arcane scrawls. | | 63 | The next spell you cast expends no spell slots, regardless of level. It must be cast at a level for which you have spell slots. | | 64 | Light sources within 90 ft of you pulse in rainbow colours. | | 65 | You learn a 1st level spell of the DM's choice. This spell counts as a sorcerer spell for you, and doesn't count against the number of spells you can learn. | | 66 | You swell up with unsightly purple pustules, giving you disadvantage on Charisma checks. They can be removed by any spell or effect which removes the Poisoned condition. | | 67 | Nonmagical plants within 300 ft swell and grow into strange colours and shapes. | | 68 | All damage you deal from spells for the next hour becomes lightning damage. | | 69 | Nonmagical weather conditions within 1 mile of you are calmed. | | 70 | Nonmagical stone and earth within 30 ft of you becomes soft and squishy. | | 71 | You cast Phantom Steed. The steed appears beneath you, and has the appearance of a large, flightless bird. | | 72 | Your body parts shift, wobble, and change size at random, returning to normal after 1 minute. You have disadvantage on checks or saving throws to avoid falling prone for the duration. | | 73 | Your size category is reduced by one for 1 minute. | | 74 | Lightning crackles around your hands. Once in the next minute, you can cast Lightning Bolt as a 5th level spell. | | 75 | Water within 30 ft of you is magically purified, becoming crystal clear. | | 76 | You cast Spike Growth as a 2nd level spell centred on yourself. | | 77 | For the next minute, all creatures within 150 ft of you gain a flying speed of 60 ft. | | 78 | You cast Earthbind on all creatures within 150 ft that have a flying speed. | | 79 | Magical ice forms on your skin. You gain 2d12 temporary hit points; while you have these hit points, you have resistance to cold damage. | | 80 | A circular raincloud with a radius of 15 ft appears 60 ft above you and rains continuously for one hour, following your movements exactly. | | 81 | Metal objects within 30 ft of you rust slightly. | | 82 | For the next hour, you bleed holy water. | \columnbreak | d100 | Effect | |:----:|:-------| | 83 | Your skin glows silver, shining bright moonlight out for 20 feet and dim moonlight for an additional 20 feet. The effect ends when you enter an area of sunlight. | | 84 | A wondrous item chosen by the DM appears in your hands. It loses its magic after 5d6 days. | | 85 | 1d10+10 trinkets, rolled randomly on the [trinket table](https://www.aidedd.org/en/rules/equipment/trinkets/), appear within 30 feet of you. | | 86 | You gain temporary hit points equal to the sum of your Intelligence, Wisdom, and Charisma modifiers. | | 87 | You cast Speak With Plants on yourself. | | 88 | You grow vestigal feathery wings. You have a flying speed of 20 feet, but fall up to 20 feet at the end of each of your turns. The wings harmlessly explode into feathers after 1 hour. | | 89 | Any tiny containers of nonmagical liquid (bottles, waterskins etc.) you are carrying become random Common or Uncommon potions. | | 90 | An illusory Ancient Black Dragon appears in an unoccupied space within 120 ft of you. It acts as a Black Dragon would normally, and disappears after one hour. | | 91 | You enter the ethereal plane until the start of your next turn. | | 92 | You develop features which are vaguely elvish. Your actual race is unchanged, and a Greater Restoration or Remove Curse spell ends the effect. | | 93 | You do not need to (and are unable to) sleep for the next 5d6 days. You must still take long rests as normal. | | 94 | Your skin turns bright red. You have immunity to fire damage for 10 minutes. | | 95 | Your skin turns a dull silver. You have immunity to nonmagical bludgeoning damage for 10 minutes. | | 96 | Your skin turns a bilious green. You have immunity to acid and poison damage and the Poisoned condition for 10 minutes. | | 97 | 2d6 frogs spill from your hands in a fountain. | | 98 | Every spellcaster within 300 ft regains spell slots with a combined level equal to your charisma modifier. | | 99 | A tiny illusory dragon orbits your head for 1 hour. | | 100 | You expend all sorcery points and cast either Power Word Stun, Power Word Kill, or Power Word Heal (your choice). | \pagebreakNum ## Ship cargo Small merchant ships can hold up to twelve units of cargo, while large merchant ships can hold up to thirty units. Adapted from [Dead Man's Tales](https://deadmanstales.wordpress.com/2017/11/20/ships-cargo-charts/). ##### Basic cargo |d8 | Item | Price per unit | |:--|:----------------|:---------------| | 1 | Cooking spices | 500 gp | | 2 | Silk | 1000 gp | | 3 | Precious stones | 1000 gp | | 4 | Precious wood | 300 gp | | 5 | Tea leaves | 350 gp | | 6 | Cotton fabric | 250 gp | | 7 | Salted meats | 300 gp | ##### Rare cargo |d8 | Item | |:--|:-----| | | | ##### Special cargo |d6 | Item | |:--|:-----| | 1 | A petrified noble from a wealthy family, being transported to someone who can cure them of their curse | | 2 | A manticore (CR 3) or chimera (CR 6) chained in the belly of the ship, bound for the menagerie of a mad lord | | 3 | A sealed sarcophagus containing a mummy (CR 3) or mummy lord (CR 15), unopenable except under specific conditions | | 4 | Several coffins containing vampire spawn (CR 5 each), devoted followers of an undead warlord who is having them covertly ferried to a new location | | 5 | A mighty automaton (iron golem, CR 15) which could turn the tide of a war if delivered successfully | | 6 | The original crew, with the ship having been hijacked by a hoard of doppelgangers (CR 3 each). Roll on the *Basic cargo* table to determine the original cargo | | 7 | A lavish tapestry secretly inscribed with a permanent teleportation circle; a gift for a noble which would allow an army of soldiers to enter their kingdom unimpeded | | 8 | | \pagebreakNum ## Items ### Magic Items d100 Item d100 Property 01-04 Rod 01-04 Invisibility 05-08 Wand 05-08 Telekinesis 09-12 Staff 09-12 [damage e.g. Frost, Lightning] (1d12) 13-16 Coin 13-16 Three Wishes 17-20 Cup 17-20 Sharpness 21-24 Ring 21-24 Stepping 25-28 Amulet 25-28 Wounding 29-32 Sword 29-32 Protection 33-36 Dagger 33-36 Holding 37-40 Javelin 37-40 Plant Growth 41-44 Hammer 41-44 Flying 45-48 Helm 45-48 Health 49-52 Cap 49-52 Slipperiness 53-56 Boots 53-56 Flesh 57-60 Shirt 57-60 Lesser Teleportation 61-64 Belt 61-64 Night 65-68 Breastplate 65-68 Duplication 69-72 Rope 69-72 Transmutation 73-76 Lantern 73-76 Death 77-80 Tankard 77-80 Elementals (1d4) 81-84 Potion 81-84 Resistance (1d12) 85-88 Oil 85-88 Conjuration 89-92 Cube 89-92 Speed 93-96 Lyre 93-96 Spell Storing 97-00 Tome 97-00 Wild Magic
| d100 | Item | d100 | Property | |:-----:|:------------|:-----:|:-------------| | 01-04 | Rod | 01-04 | Invisibility | | 05-08 | Wand | 05-08 | Telekinesis | | 09-12 | Staff | 09-12 | [damage e.g. Frost, Lightning] (1d12) | | 13-16 | Coin | 13-16 | Three Wishes | | 17-20 | Cup | 17-20 | Sharpness | | 21-24 | Ring | 21-24 | Stepping | | 21-24 | Amulet | 21-24 | Stepping | | 21-24 | Sword | 21-24 | Stepping | | 21-24 | Dagger | 21-24 | Stepping | | 21-24 | Javelin | 21-24 | Stepping | | 21-24 | Hammer | 21-24 | Stepping | | 21-24 | Helm | 21-24 | Stepping | | 21-24 | Cap | 21-24 | Stepping | | 21-24 | Boots | 21-24 | Stepping |
### Potions ### Spell Scrolls \pagebreakNum ## Creatures \pagebreakNum # Part 2 - Boons, Feats, and Attributes ## Arcana ### Beastmaker *Prerequisite: Able to cast the Polymorph spell* ___ Practiced at the distortion of flesh, you are now able to shape certain spells to better suit your needs. When you cast a spell that creates one or more beasts (Polymorph, Conjure Beasts, Find Familiar, etc.) you can instead create a creature of your own design. Select a CR 0 beast to use as the basis for your design. You create a beast which vaguely mimics its appearance and has its statistics, but possesses up to two additional attributes (traits, senses, or speeds) from other CR 0 beasts of your choosing. For example, you might create a Fox with *Spider Climb* and *Keen Sight*, or a Quipper with *Underwater Camouflage* and a flying speed of 60 ft. The body plan of the beast remains generally the same, but it possesses some unnatural or uncanny elements which reflect its new attributes. A creature with blindsight might have an extra eye, while a creature with a swimming speed is likely to have gills and scales. ## Artifice ### Reckless Engineer *Prerequisite: Artificer* ___ You are something of a practical thinker, with little time to spend on 'details' and 'common sense'. Accustomed to problem solving and thinking on your feet, you can roll initiative with Intelligence instead of Dexterity. Additionally, ## Religious ### Blood Servant *Prerequisite: Cleric (blood domain)* ___ Your god is of blood, and blood shall be spilled in their name. When you kill an incapacitated creature which has blood, you gain inspiration which lasts until the end of your next long rest. While you have this inspiration, any melee attack you make is magical. \columnbreak ## Miscellaneous ### Crystal Obsessive ___ Drawn unnaturally to the beauty of crystals, you find their intrinsic wonder lodged in your mind. You add double your proficiency bonus to any check you make to determine information about crystals (in place of your normal proficiency bonus, if any), and can leverage your knowledge to buy them for less and sell them for more, no questions asked. The increase and reduction are equal to 1d4 * 10% of the base price.