Wild Magic Surge table (5.5)

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Wild Magic Surge

d100 Effect
1 Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls.
2 A spectral hammer appears in front of you and follows you for the next minute. At the end of your turn, you must succeed a DC 14 Dexterity saving throw or be knocked prone.
3 Your mind muddles, breaking concentration on any spells you are currently concentrating on.
4 You regain all expended sorcery points, if any.
5 You are Blinded and Deafened for the next minute. You can use a bonus action on your turns to yell and echolocate, gaining 60ft Blindsight for that turn.
6 Your muscles suddenly grow in size and your bones reinforce. For the next minute, your Strength score becomes 20.
7 You cast Magic Missile (1st level) as a free action without expending a spell slot or material components.
8 You let out a loud, thunderous belch that replicates the effect of Thunderwave (1st level).
9 Up to 18 rats appear in all unoccupied spaces within a 10ft radius of you, which are hostile to you.
10 Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that would hit you instead bounce off and target other random creatures within 30ft of you.
11 You suddenly learn one ability score of your choice of the next creature you see, recalling information on them from a battle that you are convinced actually happened, but it did not.
12 You cast Grease centered on yourself, without expending a spell slot or material components. The grease puddle moves with you.
13 You cast Fireball (3rd level) centered on yourself, without expending a spell slot or material components.
14 Your reaction time is heightened, giving you 2 reactions until the start of your next turn.
15 You and all creatures within 5ft of you take 2d4 Lightning damage, as you unleash a powerful static shock.
16 You cast Haste on yourself, without expending a spell slot or material components.
17 You cast Silence centered on yourself, without expending a spell slot or material components.
18 The next spell you cast explodes with power, dealing its maximum damage.
19 For the next minute, you regain 5 hit points at the start of each of your turns, as bursts of healing flow through you.
20 You see briefly into the future. The next time a creature makes an ability check, attack roll, or saving throw, you can add or subtract 1d4 from that roll.
21 You become Poisoned until you use your action to make a DC 12 Constitution check. On a success, you vomit and the effect ends.
23 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
24 You cast Faerie Fire centered on yourself.
25 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
26 If you are in combat, reroll your order in the initiative at the end of this round.
27 You and each creature within 30ft of you becomes invisible for the next minute, as if by the Invisibility spell.
28 All the rations you are carrying turn to soap. A Remove Curse or similar effect ends reverts this change.
29 Make a DC 16 Constitution saving throw. On a failed save, you turn into a wheel of cheese for 1d4 turns as if by the Polymorph spell. While cheese, you are incapacitated, have 1 hit point, and vulnerability to all damage. If you drop to 0 hit points your form reverts.
30 You immediately take an additional action.
31 You instantly teleport up to 30ft in a random direction.
32 Your reaction time is slowed. For 1d4 turns, you can't use reactions.
33 A sheen of pink slime completely covers you, which gives you strong elastic properties. For the next minute, you have advantage on Dexterity saving throws and your jump distance is doubled.
34 The target of your spell gains the effects of the Bless spell.
d100 Effect
35 A spectral boulder or similarly heavy object appears over your head and falls on you. Make a Dexterity saving throw against your spell save DC. On a failed save, you take 2d6 Bludgeoning damage, and your height is halved for the next minute.
36 You begin bleeding from every orifice for the next miunte. While bleeding, you take 1d4 Slashing damage at the start of your turns. The effect ends when you regain 10 or more hit points on a turn or are healed to your maximum hit points.
37 For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. If you end your turn in a wall, you take 2d12 Bludgeoning damage and are shoved out.
38 You gain the ability to speak one new language of your choice. However, you lose the ability to speak one language you already know (neither can be Common).
39 You are surrounded by a horrible, toxic odor for 1 minute. Anyone within 10ft of you must make a Constitution saving throw or take 1d8 Poison damage.
40 You gain the effects of Death Ward until the start of your next turn.
41 You are compelled to eat coins. For the next minute, you must succeed a DC 15 Wisdom saving throw. On a failed save, you use your bonus action to consume 1d20 coins on your person or that you are aware of, starting with platinum. Strangely, you gain nutrients from the coins and can sustain yourself for 1 hour for each coin eaten.
42 The next time you must roll on this table, you can choose to ignore the result.
43 You see through the senses of a random creature you can see. That creature can also see through your senses.
44 You cast Blink on yourself without expending a spell slot or material components. When you would travel to the Etheral Plane, you instead appear in an empty version of where you left.
45 The next spell you cast is inverted. If the spell dealt damage it now heals, and vice versa. If it targets another creature or targets a point, it instead affects you or is centered on you, and vice versa.
46 For the next minute, you can teleport up to 15ft as your movement on each of your turns.
47 Your sense of touch heightens, granting you 30ft of Tremorsense for the next minute.
48 You recover an expended 1st level spell slot, if any.
49 The next spell you cast that heals or deals damage affects both the target and yourself.
50 A small spectral parrot appears on your head for the next hour. While on your head, you have disadvantage on all stealth checks, as the parrot loudly makes fun of you when you try.
51 You fly up to 30ft in a direction of your choice (including up or down), then hover in place for the next minute. A Remove Curse or similar effect ends this effect early.
52 You grow 6 additional eyes for the next minute, granting you advantage on Perception checks that rely on sight.
53 You gain 60ft of Darkvision for 1 minute. If you already have Darkvision, you lose it for 1 minute.
54 You fall victim to a horrible cramp in both legs, reducing your speed by 10ft for 1 hour.
55 For the next hour, everything you say in-character must rhyme. If it doesn’t, you take 1d6 Psychic damage.
56 Roll a d6. On a 1-3, your size increases by 1 category. On a 4-6, your size decreases by 1 category. After 1 minute the effect ends and your size returns to normal.
57 For the next minute, you can teleport yourself to the location where you last slept and back again as an action, as if by the Teleport spell.
58 You cast Gust of Wind (2nd level), without expending a spell slot or material components. When you do so, you must make the save as well or be moved with it.
59 You perceive the floor as lava for the next minute. If you start or end your turn on the floor, you must make a DC 14 Wisdom saving throw or take 1d4 Psychic damage.
60 The next spell you cast fails to take effect until 1d4 rounds later.
61 You feel very attractive. For the next minute, all unsecured objects and creatures in a 100ft radius moves towards you by 5ft at the start of your turns.
62 You get the hiccups for the next minute. When you attempt to cast a spell, you must succeed a DC 13 Constitution saving throw or the spell fails.
63 You cast Mirror Image, without expending a spell slot or material components.
d100 Effect
64 The next spell you cast that deals damage instead summons a number of cabbages equal to the damage dealt.
65 You cast Gaseous Form on yourself, without expending a spell slot or material components.
66 For the next day, you are compelled to eat any fire you see. You must make a DC 12 Wisdom saving throw or attempt to consume the fire.
67 You generate a glass ball around you, which has an AC of 10, 20 hit points, and you can only roll it 20ft as your movement. The ball blocks all damage and effects from passing through it besides Radiant damage.
68 You cast Sleep (2nd level) without expending a spell slot or material components.
69 Your mind becomes filled with terrible puns and jokes, allowing you to cast Vicious Mockery as a bonus action on this turn.
70 You cast Fly on yourself and on a number of extra creatures equal to your Charisma modifier (minimum of 1), without expending a spell slot or material components
71 You gain a burst of adrenaline. You can Dash or Disengage as a bonus action on this turn.
72 A raincloud appears over your head, soaking you with water. For the next minute, you have resistance to Fire damage and vulnerability to Cold damage.
73 At the end of your turn you are encased in a block of ice, becoming Petrified until the start of your next turn.
74 You feel your mind grow in size. For the next minute, your Intelligence score becomes 20.
75 You gain the effects of Aid (2nd level).
76 You summon a Spectator within 30ft of you that is hostile to all creatures.
77 You begin hearing faint psionic whispers. For the next minute, you can telepathically speak with any creature within 15ft of you.
78 A creature of your choice within 30ft of you (including possibly yourself) gains temporary hit points equal to your Charisma Modifier + your Proficiency Bonus.
79 Two small feathery wings sprout from your back, and last for 24 hours. While you have these wings, you are under the effects of Feather Fall.
80 Your chaotic magic flows around you. For the next minute, you and all creatures within 5ft of you that cast a spell must roll on this table.
81 The air around you becomes dense for the next minute, forcing you to swim through it.
82 You feel your bones give out beneath you, as though turned to jelly. For the next minute, your movement speed becomes 15ft, you can't be grappled or restrained by nonmagical means unless surrounded on all sides, and you can fit through gaps at least 6 inches wide.
83 A crystalline orb drops at your feet. At the start of your next turn the orb explodes, and any creatures within 10ft of it take 2d10 Force damage.
84 A sudden madness strikes you. You must succeed a DC 15 Wisdom saving throw or become frightened of all creatures you can currently see for 1d4 turns.
85 You immediately cast Burning Hands (1st level) from your mouth, mimicking a dragon.
86 You glow with bright light in a 30ft radius for the next minute. Any creature that ends its turn within 5ft of you is Blinded until the end of its next turn.
87 Your hands turn into digging claws. For the next minute, you gain a 30ft burrow speed.
88 You and the target of your spell switch bodies until the end of your next turn.
89 When you next deal damage, the damage type changes to any damage type of your choice, as your chaotic magic lashes out at the target.
90 When you next take Acid, Cold, Fire, Lightning, or Poison damage before your next long rest, you become resistant to that damage type for the next minute.
91 The next time you would take damage from a spell or magical effect, you can use your reaction to reduce that damage by 1d10 + your spellcasting ability modifier, interposing your chaotic magic.
92 One creature of your choice that you can see becomes Frightened of you for 1d4 turns.
93 The next time you hit a creature with a ranged spell attack, it is launched 10ft away from you in a straight line.
94 You turn invisible, as if by the Invisibility spell.
d100 Effect
95 You've forgotten everything you know about angles. For the next minute, you can only move in straight lines.
96 You become made of wood for the next minute, as if by the Barkskin spell. While transformed in this way, you are vulnerable to fire damage.
97 You must succeed a DC 13 constitution saving throw or fall asleep for 1d4 turns, covered by a comically large blanket that heavily obscures you.
98 Every creature within a 60ft radius of you (including yourself) must make a DC 14 Wisdom saving throw or begin dancing uncontrollably for 1 turn.
99 You and a random creature within 60ft of you become telepathically linked for 1 hour.
100 All nonmagical weapons within 30ft of you become +1 weapons for the next minute.
 

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