Wild Magic For Every Class
Wild Magic For Every Class
Wild Magic For Every Class
EVERY CLASS
Dave Panfilo
Credits
Written and Designed by Dave
Panfilo
Illustrations by Matthew Dobrich
Previewed by Onyemachi Davis, Lukas Fauset,
Sean Ireland, and Jonathan Ying
An Unforunate Warlock
1
New Rules Resoluton
Wild Magic is now available as a feat for every class, all Although many surge entries cause an action or
of which have the following description with [Class] as a movement, no surge entry costs an action or movement
stand-in for the player class the feat is being taken for: unless explicitly noted. If an entry has no available
target and needs one, use yourself or an object if it
Wild Magic [Class] would have a similar effect. If you or an object wouldn’t
make sense, reroll the surge.
Prerequisite: No other form of Wild Magic
• Increase one ability score by 1, to a maximum of 20. Magic
• Gain access to the Wild Magic Surge table for
[Class] as featured in the Wild Magic for Every Class If an entry forces a creature to cast a spell, that spell
supplement. takes no spell slot and requires no components. If
• Wild Magic Surge. Your actions can unleash the spell normally requires concentration, it does not
surges of untamed magic. Immediately after you require concentration until after its immediate round
cast a [Class] spell of first level or higher, or hit a of effects. At that time, the normal choice of whether to
challenging enemy with a non-spell attack for the first maintain concentration on that or a pre-existing spell
time in a round, the DM can have you roll a d20. If takes place.
you roll a 1 or 20, roll 1d100 on the [Class]’s Wild
Magic Surge table to create a random magical effect. Other Features
• Tides of Chaos. You can manipulate the forces of
chance and chaos to gain advantage on one attack If a surge entry references a class feature not yet
roll, ability check, or saving throw. Once you do so, acquired, use the version of that feature from the lowest
you must finish a long rest before you can use this level that grants it. The same goes for features from
feature again. other classes. If an entry activates a limited-use feature
• Any time before you regain the use of Tides of Chaos, such as Wild Shape or Ki Points, assume it does not
the DM can have you roll on the [Class]’s Wild Magic cost a normal use of that feature unless explicitly noted.
Surge table immediately after you cast a [Class] spell
of first level or higher, or hit a challenging enemy with Advice for Play
a non-spell attack for the first time in a round. You Rule zero for any RPG group is that the social contract
then regain the use of Tides of Chaos. between each player, including the DM, supersedes
all else. That notwithstanding, here are some tips for
making sure that these Wild Magic Surges feel like a fun
new frosting for the precious cake that is your campaign.
Dice are for gambling. Wild Magic is chaotic and
surprising. Make sure that all players are on board with
The Money Bunny increasing the amount of randomness in an already
dice-heavy role-playing game!
Feats are for fun. Feel free to resolve references to
“random” selections by DM decision, rule of cool, or a
dice roll. The same goes for what summoned creatures
do, and other mysteries. Entries that ask you to “choose”,
or that involve attacking, casting a spell, or using a
feature, follow the normal rules for line of sight and
targeting.
Exploits are shambling. Broadening the Wild Magic
Surge feature to include classes without spellcasting
means changing some of the classic features associated
with the archetype. Approach the “first time hitting this
round” rule with good faith. It is technically repeatable
much more often than spellcasting, but players should
not look for victims just to fish for surges at the expense
of other players’ fun.
Games should just run. Establish a quick set of table
norms for Wild Magic Surges, especially if more than
one player character is using the feat! Place the onus on
the DM to interject with a surge prompt, so that players
don’t constantly ask the DM if they need to roll. If surges
are happening too often or too rarely, speak about it out
of character during a break — and consider one of the
Variant Rules on page 10.
2
Wild Magic Surge — Artificer
d100 Effect d100 Effect
01–02 You discover an irreproducible Wild Magic Potion 51–52 You cast wind wall, targeting a space within 5
with 3 doses. It causes the drinker to experience ft. of you for its origin. Royal purple leaves are
a Wild Magic Surge on a random table. caught in its gust.
03–04 A gelatinous cube on initiative 1 controlled 53–54 You summon an Eldritch Cannon with 200 hit
by the DM appears in a space next to you and points that disappears after 1 minute.
disappears after 1 minute. 55–56 Enemies within 100 ft. gain 50 ft. onto their
05–06 A Potion of Greater Healing appears on your ranged weapon and spell attack ranges for the
person, still warm from brewing. next minute.
07–08 You and creatures with less net worth than you 57–58 Choose an ally you can see to gain Arcane Jolt
have vulnerability to damage from one another for for the next minute, during which they have 3
the next minute. charges, their weapons count as magic, and they
09–10 For the next 8 hours, you have no limit to the move like an automaton.
number of objects you may affect with Magical 59–60 Each set of tools that you carry teleports into the
Tinkering. After that, all instances outside your possession of a different nearby creature.
normal limits end at once. 61–62 You produce a glittery measuring tape and eyeball
11–12 All tools within 100 ft. of you, including those in a creature you can see, then you cast Otiluke’s
extradimensional spaces, are gunked up with resilient sphere at the start of your next turn.
purple foam that takes a short rest to clean. 63–64 Each enemy within 60 ft. chooses whether to deal
13–14 Until you rest, magic item attunement takes you 1d4 acid damage to you or regain 1d6 hit points.
only 1 minute. 65–66 You lick your lips, and learn the location of the
15–16 For the next 8 hours, you can’t help overthinking nearest Legendary magic item not currently
your party’s plans, and all allies within 60 ft. have carried by a creature.
disadvantage on initiative rolls. 67–68 The least emotional enemy within 100 ft. gains
17–18 You gain two uses of Flash of Genius which are glowing red eyes and is immune to damage and
not restored upon rest. harmful conditions until the end of your next turn.
19–20 Until the end of your next turn, you take a penalty 69–70 Choose a nonmagical object you can see no larger
to your armor class and saving throws equal to than a medium creature. It is separated into its
the number of magic items you are attuned to. raw component elements.
21–22 For the next minute, you may cast arcane lock at 71–72 The next time an enemy of yours within 100 ft. is
will without expending a spell slot. attacked, they cast shield.
23–24 An item worn by a nearby enemy becomes your 73–74 Fire a Flamethrower, Force Ballista, and
Spell-Storing Item. You choose the item, the DM Protector in succession originating from yourself
chooses the spell. as if you were an Eldritch Cannon.
25–26 You cast tiny servant on the nearest holy symbol. 75–76 The most Intelligent enemy you can see conjures
27–28 All enemies within 50 ft. cast lesser restoration and attunes to a rare magic item of their choice,
on themselves. which disappears after 1 minute.
29–30 Choose any potion you are aware of within 60 ft. 77–78 For the next 8 hours, you know the name and
to transmute into a potion of the same rarity. location of all constructs within 1 mile.
31–32 The effect of a random Experimental Elixir 79–80 For the next hour, everything you say is sarcastic.
applies to every enemy within 50 ft. 81–82 You cough up the material component for a
33–34 If you complete a short rest within the next 4 random spell prepared by an ally you can see.
hours, you may Infuse one item as if you had 83–84 For the next 10 minutes, all of your attacks and
completed a long rest. spells are preceded by a firearm cocking noise.
35–36 The most powerful enemy spellcaster within 100 85–86 A jewel-encrusted tiara appears attached to your
ft. gains an Arcane Firearm for the next minute. head, and turns into a gourd after 1 hour.
37–38 You gain resistance to damage from fluids for the 87–88 The DM chooses a kind of mundane item for you
next hour, as they bead and repel from your flesh. to start a collection of. You feel compelled to grow
39–40 A random magic item used by you or a nearby ally your collection for the next year.
has its magic suppressed for the next minute. 89–90 Until you rest, you must refer to money and magic
41–42 For the next minute, you may choose to maximize items as “residuum”, no matter how confusing.
any non-d20 dice rolled as the result of any potion 91–92 You stub your toe on a disenchanted Sending
or elixir you drink. Stone, its partner long destroyed.
43–44 The most Intelligent enemy within 100 ft. applies 93–94 For the next 8 hours, you know the mending
their Intelligence bonus to their weapon attacks cantrip, and when you cast it, it leaves harmless
and weapon damage rolls for the next minute. veins of pyrite in the fixed cracks of its target.
45–46 You learn one Infusion you qualify for, but forget it 95–96 Swap your total bonuses to Arcana and to Insight
after three days when you get a piercing migraine. for 10 minutes.
47–48 The third most valuable item you carry teleports 97–98 Choose anyone, anywhere, to receive a basic
into the possession of the furthest enemy that can Equipment Pack of your choice.
see you. 99–00 Roll 1d20. If you roll a natural 20, a rare
49–50 Somebody, somewhere, files a writ of patent for magic item of the DM’s choice appears in your
one of your inventions. possession with a fey giggle.
3
Wild Magic Surge — Barbarian
d100 Effect d100 Effect
01–02 Until you rest, you may choose to experience a 51–52 For the next minute, you gain vulnerability to
Wild Magic Surge every time you hit an enemy. damage from creatures with higher Intelligence
03–04 All nonmagical writing within 30 ft. of you is than yours.
illegibly smudged. 53–54 For the next hour, your head bulges at the top and
05–06 You gain a climb speed of 40 ft. and take half you succeed on all Intelligence saving throws.
damage from falling for 1 hour. 55–56 You slam your head against something hard in a
07–08 The largest weapon you carry teleports into a failed Intimidation check, and are stunned until
space 50 feet above you, or the closest empty the end of your next turn.
lower space if it is occupied. 57–58 You move up to twice your speed in a straight line,
09–10 You gain a swim speed of 40 ft. and the ability to then make an unarmed strike with advantage.
breathe water for 1 hour. 59–60 For the next minute, all of your attacks must
11–12 You end your rage and gain one point of invoke Reckless Attack.
exhaustion. 61–62 Choose a damage type which you are resistant to
13–14 You gain temporary hit points equal to twice your while raging. For the next minute, that damage
character level, and smell like rubber until they type heals you instead of damaging you.
are gone. 63–64 For the next minute, you take 10 piercing damage
15–16 You lose all resistance to slashing and piercing at the end of every turn in which you moved more
damage, but gain immunity to bludgeoning than 20 ft.
damage, for one hour. Your skin feels like bloated 65–66 For the next minute, your Reckless Attacks deal
clay for the duration. 1d8 additional thunder damage.
17–18 You enter a Persistent Rage. 67–68 For the next minute, your Reckless Attack also
19–20 For the next 24 hours, you take 1d6 psychic gives you disadvantage on saving throws until the
damage every time you roll an Intelligence check start of your next turn.
or Intelligence saving throw. 69–70 For the next hour, you are immune to nonmagical
21–22 You jump three consecutive times as if you had a damage from your environment, such as thorns
running start. or lava.
23–24 A purple ogre controlled by the DM appears next 71–72 For the next minute, any creature you reduce to 0
to you and disappears after 1 minute. hit points is knocked unconscious and stabilized.
25–26 You gain advantage on all attack rolls and 73–74 For the next minute, you gain 5 temporary hit
opposed checks against creatures smaller than points at the start of each of your turns.
you for 1 hour. 75–76 You stomp the ground, and all mounted creatures
27–28 You lose the ability to speak or read Common for within 1 mile are thrown off and fall prone.
24 hours. 77–78 For the next hour, you may squeeze through any
29–30 For the next 8 hours, you gain immunity to space an inch or wider in diameter.
psychic damage, but cannot see the color purple. 79–80 A massive, ornate gold and gemstone belt
31–32 You throw one of your weapons at the closest appears around your waist and cannot be
damaged creature. removed until the next time you fall prone, when
33–34 Maximize the damage rolls of the next weapon it then disappears.
attack you make that hits within the next hour. 81–82 An enormous feast of grilled meats appears
35–36 For the next minute, weapons you carry shrink surrounding you, enough to feed 20 creatures for
to 1/5th normal size, keeping all attributes but a day.
requiring you to spend 5 ft. of movement each 83–84 For the next three days, even the smallest sip of
time you attack with one. alcohol renders you instantly drunk.
37–38 Your carrying capacity is increased tenfold for 1 85–86 For the next 10 minutes, all of your speech is
hour. accompanied by smoke rings from your mouth.
39–40 For the next minute, steam shoots out of your 87–88 You swap nonmagical tattoos with the nearest
ears and you take 1d6 psychic damage at the end tattooed creature.
of each turn where you made no attacks. 89–90 For the next hour, your fingertips each paint
41–42 For the next hour, the largest weapon you carry is everything they touch a different vivid color.
invisible to all creatures except you. 91–92 All of your hair instantly undergoes one year of
43–44 For the next 8 hours, your feet become cloven growth.
hooves (or your cloven hooves become feet) and 93–94 For the next hour, you sweat constantly but don’t
all your initiative rolls count as 1s. get dehydrated.
45–46 For the next hour, any creature which attempts to 95–96 Swap your total bonuses to Athletics and to
grapple you fails and takes 4d6 piercing damage History for 10 minutes.
from quills that erupt from your skin. 97–98 For the next 8 hours, you bleed a rustic tomato
47–48 Your largest weapon gets stuck in the terrain bisque.
beneath you, and requires a DC 20 Athletics 99–00 For the next minute, your damage bonus from
check to remove with an action. raging is doubled.
49–50 Choose a creature within 50 ft. that you can see.
Make an Athletics check. They are pushed that
many feet away from you.
4
Wild Magic Surge — Bard
d100 Effect d100 Effect
01–02 Roll again on a different class’s Wild Magic Surge 51–52 For the next minute, your spells that require an
table. action also require a bonus action as you add
03–04 A siren controlled by the DM appears next to you loquacious verbal components.
and disappears after 1 minute. 53–54 You and an enemy you can see make eye contact
05–06 You choose and cast any level 1 spell from any and are petrified until the end of your next turn.
class. 55–56 For the next minute, you take 1d8 psychic
07–08 The next time a creature rolls one of your Bardic damage each time you grant your Bardic
Inspiration die, roll 1d4 first. On a 1, they subtract Inspiration. Writer’s block!
1 from their roll instead of adding the Bardic 57–58 Move up to your speed and whisper in a
Inspiration result. creature’s ear. That creature is poisoned until the
09–10 Until you rest, the range and duration of your end of your next turn.
Bardic Inspiration are both doubled. 59–60 For the next minute, whenever an area of effect
11–12 You cast silence centered on yourself. spell is cast within 100 ft. of you, you count as
within its area for its effects.
13–14 The first creature to use one of your Bardic
Inspiration dice within the next 10 minutes rolls 61–62 The DM (or its Player) must tell you the greatest
twice and adds both results. long term motivation of one creature you can see.
15–16 You cast shatter centered on the most delicate 63–64 For the next minute, whenever you grant your
object within range. Bardic Inspiration to a creature, a random nearby
enemy also gains such a die.
17–18 You cast enhance ability on your favorite creature
within range. 65–66 Insult a creature you can see. It has vulnerability
to damage from your spells and attacks for 1
19–20 The most expensive weapon you carry transforms
minute.
into a small metal triangle instrument for 1d3
hours. 67–68 All creatures within 60 ft. make a Performance
check. You take 1d4 psychic damage for each
21–22 Creatures within 60 ft. regain any spent hit dice.
creature who beats your total.
23–24 A large brass bell with a crack in it appears on
69–70 A spotlight from the sky or ceiling focuses on
your head for the next minute, blinding and
you for the next minute, during which you are
deafening you until another creature spends an
immune to being charmed or frightened.
action removing it.
71–72 For the next hour, you automatically fail all group
25–26 You cast any level 1 Bard spell and apply the
checks and are accompanied by a sad trombone.
Distant Spell Metamagic to it.
73–74 Begin to boogie, and cast freedom of movement
27–28 You recall a bit of local trivia that you believe will
at the start of your next turn.
impress folks, but which actually originates from
a rival region. 75–76 For the next 24 hours, unconscious creatures
within 30 ft. of you whistle different parts of the
29–30 You gain immunity to thunder damage and the
same tune.
stunned condition for the next 10 minutes.
77–78 You cast dispel magic. If there is no normal target
31–32 The nearest enemy starts singing dissonantly and
available, you target your own sleeve.
steals one of your Bardic Inspiration dice for the
next minute. 79–80 You and the nearest creature cast command on
one another.
33–34 You regain 1 hit point at the start of your next
turn, then 2 on the next, then 3, and so on until 81–82 For the next hour, you trade voices, but not talent,
you regain 10 on your tenth turn. with a random nearby creature.
35–36 You break out in purple pimples for the next 10 83–84 For the next hour, your surface thoughts appear
minutes. The first creature to comment on them as a shifting forehead tattoo written in common.
takes 3d6 psychic damage. 85–86 For the next hour, everything you say is
37–38 For the next minute, whenever you cast a non- automagically musical.
cantrip Bard spell, choose a creature other than 87–88 You cannot remember anyone’s name for the next
yourself within 60 ft. to regain 1d10 hit points. hour.
39–40 You become frightened of the most well-dressed 89–90 A caricatured mask of a random nearby creature
creature you can see for the next minute. appears on your face and disappears after an
41–42 The first creature to attack you within the next 8 hour.
hours immediately apologizes and is charmed by 91–92 Your voice frequently cracks and squeaks for the
you for 1 minute. next 1d10 hours, after which a frog leaps out of
43–44 The next time a creature attacks you, you are your mouth.
charmed by them for 1 minute, believing it to be a 93–94 You let out a majestic yodle, and all creatures
hilarious misunderstanding. within 100 ft. of you regain 1d6 hit points.
45–46 The first attack that would hit you within the next 95–96 Swap your total bonuses to Persuasion and to
minute instead misses, then you teleport 5 ft. Concentration checks for 10 minutes.
47–48 For the next minute, you fall prone with a pratfall 97–98 Creatures within 30 ft. of you can choose to use
each time you take damage. your Performance bonus instead of their own for
49–50 Make a Performance check. Divide your result by the next 10 minutes.
5, rounding down. Charm up to that number of 99–00 You regain all uses of your Bardic Inspiration.
creatures you can see for 1 minute.
5
Wild Magic Surge — Blood Hunter
d100 Effect d100 Effect
01–02 For the next minute, whenever an enemy you can 51–52 For the next minute, treat your Intelligence
see rolls a natural 1 on a d20, you experience a modifier as 1 higher for the purposes of Blood
Wild Magic Surge. Hunter features.
03–04 A water weird made of blood controlled by 53–54 The nearest enemy controls your movement on
the DM appears in a space next to you and your next turn.
disappears 1 minute later. 55–56 You cast branding smite.
05–06 For the next minute, you have resistance to 57–58 Until you finish a long rest, you are considered to
damage while you have less than half of your have already failed two death saving throws each
maximum hit points. time you are reduced to 0 hit points.
07–08 For the next minute, you are vulnerable to 59–60 Choose a Mutagen you meet the level prerequisite
damage while you have more than half of your for. For the next minute, you gain its benefit
maximum hit points. without its side effect.
09–10 For the next minute, you gain access to a Blood 61–62 For the next minute, creatures that would take
Curse you do not know. half damage from one of your attacks or features
11–12 For the next minute, maximize your Hemocraft instead take no damage.
Dice when rolled to hurt yourself. 63–64 You begin to whistle eerily, and you use an
13–14 For the next hour, your leg hair rapidly grows and amplified Blood Curse you know at the start of
sheds and you add 15 ft. to your high jump. your next turn.
15–16 The next time you roll a Hemocraft Die to hurt 65–66 Your first unarmed strike within the next minute
yourself, every ally within 60 ft. also loses that is an automatic critical hit for which you sprout
many hit points. bone claws from your knuckles.
17–18 For the next minute, regain an additional 1d6 hit 67–68 You cast darkness centered on the furthest ally
points each time you are healed. you can see, and stare into it until the start of your
19–20 For the next minute, you also take the psychic next turn, losing your reaction.
damage from your Brand of Castigation. 69–70 You use Ethereal Step and gain immunity to force
21–22 Choose any one feature of your character that damage for its duration.
returns upon a short rest, and regain one use or 71–72 Trade control of your character with control of the
point of that feature. nearest enemy until both of you have finished a
23–24 For the next minute, whenever you roll a saving turn.
throw, fall prone as your veins glow ultraviolet. 73–74 Choose a creature you can see. For the next
25–26 On your next turn, you may take 3 bonus actions. minute, or until you die, it can only damage you.
27–28 For the next minute, each time you roll a 75–76 For the next hour, you are compelled to narrate
Hemocraft Die to hurt yourself, the nearest your discoveries out loud when performing Grim
damaged enemy also regains that many hit points. Psychometry or an Investigation check.
29–30 For the next minute, treat your Hemocraft Dice as 77–78 For the next hour, each creature carrying at least
natural 1s when rolled to hurt yourself. one coin feels compelled to toss one of their coins
31–32 Your blood runs colder, and for the next minute to you when they first see you.
you have disadvantage on saving throws against 79–80 For the next hour, creatures that die within 100 ft.
being charmed or frightened. of you leave behind dry, exsanguinated husks.
33–34 Gain two uses of your Blood Maledict that are not 81–82 For the next 10 minutes, evil-aligned creatures
restored upon resting. appear to have translucent skin to you.
35–36 You cast bestow curse on the creature you can 83–84 Until you rest, any blood you bleed or shed cannot
see with the most hit points. be cleaned up, even by a prestidigitation spell.
37–38 For the next 8 hours, you gain access to all 85–86 For the next minute, no amount of disadvantage
Crimson Rites, and do not lose hit points for cancels out your advantage when you have both.
activating them. Your weapon turns a translucent, 87–88 For the next hour, each time you roll a hemocraft
glassy violet for the duration. die you spin a graceful pirouette.
39–40 Roll 1d20 and gain the negative side effect of the 89–90 A lean grey kitten appears beside you and
corresponding Mutagen for the next minute. brushes against your leg. When you roll this
41–42 For the next 24 hours, you always know the result again, all previous kittens return if absent.
distance to the current target of your Brand of 91–92 For the next minute, every sound you make
Castigation, and it cannot end until you dismiss it. echoes as if in a vast empty canyon.
43–44 The nearest capable enemy may cast a cantrip. 93–94 All the weapons you carry become silvered.
45–46 Immediately make a History check with Grim 95–96 Swap your total bonuses to Investigation and to
Psychometry on an object or place you have Persuasion for 10 minutes.
previously touched or been. 97–98 For the next 10 minutes, you hear the voice of
47–48 You and a creature you can see of your choice all other humanoid creatures as they were when
both take 1d10 necrotic damage repeatedly they were children.
until one of you reaches 0 hit points and falls 99–00 Place your Brand of Castigation on a creature
unconscious, stabilized. you can see. Until the end of you next turn, apply
49–50 For the next minute, you gain Bloodlust as if you the Brands of Tethering, Sundering, Axiom, the
were transformed and beneath half hit points. Voracious, and the Sapping Scar to it.
6
Wild Magic Surge — Cleric
d100 Effect d100 Effect
01–02 You may reroll this surge up to 10 times before 49–50 Gain one additional use of your Channel Divinity
accepting its result, losing 1d10 hit points each which does not return upon rest.
time and ignoring this result. 51–52 For the next minute, your holy symbols fix in
03–04 All creatures within 50 ft. have disadvantage on place like an Immovable Rod.
death saving throws for the next hour. 53–54 For the next minute, you grow an extra leg and
05–06 Choose a nonmagical 5’x5’x5’ or smaller object can stand up from prone for free.
you can see. It transforms into a nonmagical copy 55–56 Teleport 1000 ft. upwards. If you are falling at the
of your holy symbol for 1d10 hours. end of your next turn, teleport back to where you
07–08 You and all creatures within 50 ft. gain were when you rolled this result.
vulnerability to thunder and lightning damage for 57–58 You cast any Domain spell you know, using a spell
the next minute. slot of its level if available.
09–10 You cast commune with one question for your 59–60 All the holy symbols you carry transform into a
deity. random deity’s symbol until the end of your next
11–12 The first time within the next hour that a spell turn.
you cast would heal one creature, roll 1d4. On a 61–62 You perform Channel Divinity: Turn Undead, but
1, it deals 1 point of damage to them instead of instead of undead, choose an alignment to affect
healing. with the feature.
13–14 The first time you come across a deceased person 63–64 The first time you heal a creature within the
in the next 24 hours, you cast speak with dead next minute, you also heal the creature who last
with one question. damaged them for an equal amount of hit points.
15–16 A skeleton, zombie, or ghost controlled by the 65–66 For the next hour, you exchange your Domain
DM appears next to you and disappears after 1 spell list with that of a different Domain.
minute. 67–68 The next authority figure you speak to gets the
17–18 Any spell you cast within the next hour that impression that you’re deceiving them.
restores a dead creature to life expends only 10% 69–70 For the next 24 hours, you may complete a short
of its normally expended material components. rest with 30 minutes of prayer, and a long rest
19–20 Enemies within 60 ft. regain 1d12 hit points. with 4 hours of prayer.
21–22 The first time within the next hour that you cast a 71–72 For the next hour, you may not take the Help
spell that would heal one creature, it heals twice action.
the normal amount of hit points. 73–74 Choose a creature you can see. They may make a
23–24 You believe the next lie you are told. melee weapon attack with +10 to the attack roll.
25–26 You regain half of your missing hit points, 75–76 Your saving throw modifiers decrease by 1 at the
rounded up. start of your turn for the next minute, then revert.
27–28 For the next 8 hours, you grow an extremely… 77–78 Your holy symbol becomes almost unbearably
expressive frill and have disadvantage on cold, and you cast death ward at the start of your
Deception checks. next turn.
29–30 You gain resistance to necrotic and radiant 79–80 Choose one creature you can see. They are now
damage for the next hour. proficient in fishing.
31–32 For the next minute, each time you cast a non- 81–82 An extra set of footprints appears alongside you
cantrip Cleric spell, 10% of the gold you carry for the next hour.
disappears in a puff of smoke. 83–84 An intricate symbol for your deity appears as
33–34 You cast sanctuary on up to three creatures a large cloud 500 ft. above you, then clears
within 30 ft. gradually.
35–36 For the next minute, when you use Channel 85–86 You get a case of hiccups that can only be cured
Divinity, you lose half of your remaining hit points. by prayer.
37–38 For the next minute, whenever you cast a non- 87–88 Your breath smells of pungent incense out to 10
cantrip Cleric spell, grant a creature within 60 ft. ft. for 1 hour.
other than yourself 10 temporary hit points. 89–90 At the end of each of your turns for the next
39–40 For the next minute, you hallucinate frogs raining minute, a loaf of fresh bread appears among the
from the sky. belongings of a nearby creature.
41–42 You cast lesser restoration or remove curse on a 91–92 You must include a name for your deity every time
creature or object within 50 ft. you speak for the next 24 hours.
43–44 You regain your lowest level expended spell slot, 93–94 You cast zone of truth with a 60 ft. radius.
and you gain one point of exhaustion. 95–96 Swap your total bonuses to Insight and to Sleight
45–46 You cast sending on a creature who is your of Hand for 10 minutes.
superior in your faith. 97–98 You learn the age at which one creature you can
47–48 Until the end of your next turn, you cannot see would die a natural death.
breathe, and creatures within 60 ft. of you cannot 99–00 Roll 1d20. If you roll a natural 20, you succeed at
be healed. invoking Divine Intervention.
7
Wild Magic Surge — Druid
d100 Effect d100 Effect
01–02 For the next 8 hours, experience a Wild Magic 49–50 You may use all plants and fungi within 100 ft. as
Surge every time you enter or leave wild shape. origins for your line of sight for the next minute.
03–04 A polar bear, bald eagle, or an anaconda 51–52 For the next hour, your healing is halved for
controlled by the DM appears next to you and creatures wearing metal armor.
disappears after 1 minute. 53–54 You cast animal messenger on the nearest beast
05–06 You Wild Shape into a tyrannosaurus until the with a flying speed.
end of your next turn. 55–56 The nearest tree uproots, flies towards you, and
07–08 You Wild Shape into a sea cucumber. Consider it upon contact it teleports next to one of your
a fish with a swim speed of 10 ft. family members.
09–10 For the next 8 hours, the maximum challenge 57–58 A 15 ft. tall pile of autumn leaves falls on a
rating on your Wild Shape is increased by 1. creature of your choice you can see.
11–12 Your skin turns a mix of bright yellow and 59–60 Choose a beast type you could Wild Shape into. A
red stripes, and all beasts within 100 ft. are random nearby creature Wild Shapes into it.
frightened of you for the next 10 minutes. 61–62 Choose any beast your character has heard of but
13–14 You cast goodberry. The berries created pulse never seen. You are now considered to have seen
gently and restore 2 hit points each when it for the purpose of Wild Shape.
consumed. 63–64 You and a creature of your choice you can see
15–16 For the next 1d6 hours, you may only cast Druid each receive two points of exhaustion.
spells while prone. 65–66 You begin to weep, and cast blight at the start of
17–18 A purple turtle shell grows over you for the next your next turn.
10 minutes. For the duration, when you are 67–68 For the next minute, add 1 point of fire damage to
targeted by a spell, roll 1d4. On a 4, the shell every instance of damage you receive.
negates the spell. 69–70 For the next hour, you can sense the location and
19–20 End your Wild Shape, move up to your speed to size of all fires within 1 mile.
the closest creature, and attempt to bite it. 71–72 You come to believe something false about your
21–22 Cast speak with plants centered on yourself. current environment, as if you failed a Nature
23–24 For the next minute, a small rain cloud hovers check.
directly over you granting disadvantage on 73–74 Choose a creature you can see. For the next
Wisdom saving throws. minute, it Wild Shapes into a random creature.
25–26 Wild Shape into a purple giant octopus with a 20 75–76 For the next 8 hours, you lose your senses of
ft. fly speed. smell and taste.
27–28 For the next hour, creatures within 30 ft. of you 77–78 For the next 8 hours, you succeed on all Medicine
have disadvantage on Perception checks. checks.
29–30 You gain resistance to damage from physical 79–80 A fragrant, fizzy kombucha bottle appears
natural weapons for the next hour. balanced on your head.
31–32 For the next 8 hours, your words appear as silent 81–82 For the next 24 hours, you can only scratch itches
simple pictograms emerging from your mouth. with your feet.
Verbal spell components are unaffected. 83–84 All creatures within 30 ft. fall prone and shout a
33–34 For the next hour, you grow an elephant trunk in cuss.
all forms which acts as a third arm and hand. 85–86 For the next minute, you see your environment as
35–36 Purple spores spew from the ground, dealing 1d6 if under a blacklight.
necrotic damage to all creatures in a 60 ft. radius 87–88 You cannot rest until you bathe.
of you.
89–90 On a nearby tree, your name and that of someone
37–38 For the next minute, whenever you cast a non- you love are carved beside one another in Druidic.
cantrip Druid spell, you regain 1d10 hit points.
91–92 For the next 8 hours, each time you sit down, a
39–40 A spiritual chimera appears at your current comfortable tree stump springs up beneath you.
location for the next minute. Creatures within 30 It disappears as soon as you are no longer sitting
ft. of it have disadvantage on ability checks. on it.
41–42 Choose a creature you can see to regain 5 hit 93–94 For the next 8 hours, any food you touch gains
points and gain 5 temporary hit points. psychedelic properties.
43–44 Roots gnarl out of the ground for 30 ft. around 95–96 Swap your total bonuses to Survival and to
you, transforming that area into difficult terrain. Deception for 10 minutes.
45–46 You breathe acid in a 60 ft. line, dealing 3d8 97–98 For the next 8 hours, your wild shapes have short
damage to all creatures who fail a DC 15 Dex rainbow fur, regardless of whether they normally
saving throw. have fur at all.
47–48 Purple vines drop down from above and you are 99–00 You gain three uses of Wild Shape which are not
restrained until the end of your next turn. restored upon rest.
8
Wild Magic Surge — Fighter
d100 Effect d100 Effect
01–02 Until you rest, each time you resolve a Wild 49–50 For the next minute, you gain one additional
Magic Surge, you trigger another surge that is not attack per attack action that stacks with Extra
affected by this result in any way. Attack.
03–04 A giant elk wearing a silver crown controlled by 51–52 For the next minute, creatures within 60 ft. of you
the DM appears next to you and disappears after have their speed halved and move in slow motion.
1 minute. 53–54 Your skin and gear take on a mirror sheen for
05–06 For the next minute, sparks fly off of each of your the next minute, during which your opportunity
weapon hits, dealing 2d4 fire damage. attacks do not cost a reaction.
07–08 The first time you roll a save in the next hour, 55–56 You lose 1 AC at the start of each of your turns for
roll 1d4 before the saving throw. On a 1, you the next minute, after which it returns to normal.
automatically fail the save. 57–58 Choose a creature you can see any part
09–10 You regain hit points as if you used a Second of. All nonmagical cover within 5 ft. of them
Wind, and then burst out laughing. disintegrates.
11–12 Your armor turns to sumptuous teal silk, granting 59–60 Enemies within 60 ft. gain 5 temporary hit points.
no AC bonus, until the end of your next turn. 61–62 For the next minute, your Readied Actions have
13–14 A purple halo appears around a weapon you advantage on attack rolls.
carry. The next time you attack with it, it crits on 63–64 Your next attack which would reduce a creature
a natural 16–20. to 0 hit points instead reduces it to 1 hit point.
15–16 For the next 10 minutes, you cannot willingly 65–66 For the next minute, your reach for melee attacks
move within 5 ft. of friendly creatures, as if increases by 5 ft.
repelled by magnetism. 67–68 Creatures within 30 ft. drop their weapons and
17–18 You gain resistance to damage from wielded shields.
melee weapons for the next minute. 69–70 Choose a creature that can hear you. They make
19–20 For the next minute, your armor hums gently a weapon attack or cast a cantrip.
and all ranged weapon attacks against you have 71–72 Roll 1d6 and subtract the result from the AC of
advantage. the nearest creature you want to protect for the
21–22 Point at a creature you can see and make a ‘bring next minute.
it on’ gesture. That creature is compelled to target 73–74 You gain the benefit of a new Fighting Style for
you with its attacks for the next minute. the next minute.
23–24 A random metal item you carry rusts into 75–76 For the next minute, your attacks other than your
unusability. first each turn take a -5 penalty to hit.
25–26 For the next minute, all of your opportunity attack 77–78 For the next minute, your hands grow suction
hits are critical hits instead. cups and all of your grapple attempts succeed.
27–28 For the next minute, your armor shrinks far 79–80 Your finger and toe nails are rejuvenated and
too tight in all the wrong places, granting polished.
disadvantage on Constitution saving throws. 81–82 Ask the DM what a creature you can see currently
29–30 You cast shield, then cast it again at the end of plans to do with its next action. They must
your next turn. answer honestly.
31–32 The nearest enemy gains one extra standard 83–84 For the next minute, your favorite weapon
action which they use immediately. transforms into a plowshare with all of the same
33–34 Choose any specific weapon you have ever used. mechanical attributes as the weapon.
It is summoned and attuned to you. It returns 85–86 One of your scars moves to the opposite side of
where it was summoned from after 1 minute. your body.
35–36 For the next minute, all attacks against you 87–88 Your footsteps sound like jangling spurs for the
critically strike on a natural 18 or higher and you next 24 hours.
have a bullseye on your back. 89–90 For the next minute, whenever you hit a creature
37–38 For the next 8 hours, you grow a large frog ear on with an attack, you must strike a pose determined
your forehead and cannot be surprised. by the DM.
39–40 All creatures within 50 ft. except you take the 91–92 Your armor is instantly shined, oiled and painted
Disengage action. in the style of the local ruler(s).
41–42 For the next minute, each of your melee attack 93–94 For the next hour, your dominant hand switches
hits force the target to move 5 ft. in any horizontal sides.
direction. 95–96 Swap your total bonuses to Athletics and to
43–44 For the next minute, creatures push you 10 ft. Performance for 10 minutes.
away from them when they hit you with an attack. 97–98 If you were not a snorer, you are now. If you were
45–46 For the next minute, all of your weapon hits a snorer, you are no longer.
against prone creatures are critical hits. 99–00 You gain two uses of Action Surge which are not
47–48 You draw a 5 ft. line on the ground with your restored upon rest.
weapon, and must fight the first enemy to cross it
for as long as you can see them.
9
Interlude
As the last of the paint dried on her scoured steel axe-
head, the halfling barbarian couldn’t decide whether to
smile or frown. At first her comrades had teased her for
focusing so furiously on her newfound artistic powers.
But now her work looked well enough like that myconid
had before she cleaved his rubbery body in two. Sickly
purples and flourishing greens, even a streak of shadow
where she had mixed in a bit of char!
Alas, the paint that had been flowing from her
fingertips had dried up half an hour ago. The gifts and
burdens were always fleeting. That, she had come to
expect. But this, this grisly portrait was something that
would last! Well, at least until she fought again. Perhaps
a weapon wasn’t the wisest choice for a canvas.
The thought of losing her work nearly enraged her.
When they reached Waterdeep, she would spend her
share of the loot on paints and canvas. The warlock
would tell her to buy potions. Sod the warlock. He
always ends up drinking the potions himself. Let’s see
him drink the paints!
Who knows, maybe a second outlet for her anger
would do some good. The bard went on and on about
finding one’s voice, one’s perspective. Well, a barbarian’s
vista is often that of a fearful face about to be rendered
unrecognizable. Perhaps there’s an audience for such
works among the more sheltered noble types.
Or maybe her paintings would become a new sort of
trophy. Not the grisly remnant one might deliver to a
A True Achievement
bounty setter or one of those gnomish taxidermists, but
a bright and vivid record of last regrets.
Variant Rules
While of course any group might decide to “hack” or
“homebrew” an RPG to their heart’s content, some
modifications will play better than others. Here are a
few variant rules that make Wild Magic for Every Class
either more story-driven or more dice-driven.
A Source of Inspiration
1. Rare Rewards. A player character might be blessed
(and cursed) with Wild Magic as the result of an event
in their adventures. If you want to tie Wild Magic to
a plot point in your campaign, consider granting a
version of the feat which does not include the ability
score increase or Tides of Chaos feature. A future
event might remove the Wild Magic, or even transfer
it to another creature!
2. Eldritch Environs. If the players find themselves in
a magic-riven locale, the DM might ask them to roll
on their class’s Wild Magic table to reflect that scene.
This means the tables can be used as a DM resource
even if no player character has wild magic themself.
3. Critical Chaos. Instead of the DM’s discretion, Wild
Magic Surge rolls may be triggered the first time a
player rolls a natural 1 or a natural 20 on a d20 on
each of their turns. Include ability checks in this if
you want a sprinkling of Wild Magic between combat
encounters. Leave out either 1’s or 20’s in order to
cut the frequency of surges in half. This variant works
better for player characters that regularly make attack
rolls.
4. Surge of Drama. An opposite rule to Variant 3, you
might instead choose to place discretion for Wild
Magic Surges entirely on the DM. In this case,
instead of triggering surges with spells, hits, and d20
rolls, the DM simply looks for dramatic or precarious
moments (mostly in combat) and declares a surge on
the spot.
10
Wild Magic Surge — Monk
d100 Effect d100 Effect
01–02 For the next minute, once per turn, you may 51–52 A bottle of common flax seed oil appears in your
choose to have another creature roll on this table hand, labeled “Greatest Healing Potion”.
when you hit them with a melee attack. 53–54 You perform a purple Water Whip technique on a
03–04 For the next minute, each time you deal damage creature or object in range.
to a creature, also deal 1 bludgeoning damage to 55–56 For the next minute you must use all of your
yourself. movement on each of your turns, and may not
05–06 Creatures within 30 ft. are immune to the backtrack unless there is no other option.
restrained, paralyzed, and petrified conditions for 57–58 For the next hour, you have eerily perfect teeth
the next minute. and you succeed on all Charisma saving throws.
07–08 The first time you fall at least 10 ft. within the 59–60 Your movement decreases by 5 ft. at the start of
next hour, you take double damage from the fall each of your turns. When it would reach 0 ft., it
and cannot reduce it in any way. instead reverts to normal and this effect ends.
09–10 You cast jump on yourself and a creature within 61–62 For the next minute, you see a shimmering green
50 ft. who you consider a friendly rival. number over the heads of other creatures equal
11–12 For the next minute, all opportunity attacks to their current hit points.
against you hit. 63–64 For the next hour, you must succeed on a DC
13–14 For the next 10 minutes, gain 10 ft. of movement 15 Perception check to recognize humanoid
for the current turn each time you hit a creature creatures you have seen before.
with a weapon attack. 65–66 Choose a creature you can see. For the next
15–16 For the next 8 hours, you have disadvantage on minute, its speed decreases by 15 ft. and yours
all unarmed strikes while sober. increases by 15 ft.
17–18 You cast burning hands at 3rd level. 67–68 The area within 5 ft. of other creatures counts as
19–20 For the next minute, you lose 1 ki point each time difficult terrain for you for the next minute.
you are hit by a melee attack. 69–70 You produce a dark purple throwing dart with one
21–22 For the next minute, you gain resistance to all use that stuns the creature it hits until the end of
damage you take during your turn. their next turn.
23–24 For the next minute, your clothing grows far too 71–72 Until the end of your next turn, all weapons
long for your height and grants disadvantage on within 100 ft. transform into throwing darts.
Dexterity saving throws. 73–74 You immediately take the dodge, disengage, and
25–26 For the next minute, you get two bonus actions on dash actions.
each of your turns. 75–76 Trade control of your character with control of
27–28 For the next 8 hours, you grow a bushy skunk tail another player’s character until both of you have
and have disadvantage on Persuasion checks. finished a turn.
29–30 Wink at one creature who can see you. They must 77–78 For the next hour, crawling costs you no extra
roll a Constitution saving throw as if you had hit movement and allows you to ignore difficult
them with a Stunning Strike. terrain.
31–32 For the next minute, you take 1d6 psychic 79–80 All ladders, chairs, branches, and similar
damage for each ki point you spend. nonmagical objects within 50 ft. become
33–34 For the next 10 minutes, you may use Deflect precariously brittle.
Missiles, and it does not use your reaction. 81–82 Roll an Investigation check as if you took ten
35–36 For the next minute, thrown weapon attacks have minutes to go over the area like a fine-toothed
advantage against you and explode into bright comb.
dust when they hit you. 83–84 For the next minute, your foot movement leaves a
37–38 You perform a glitter-filled Fist of Unbroken Air calligraphy pattern that describes your actions.
technique on a creature or object in range. 85–86 For the next hour, all of your actions leave a brief
39–40 Until the end of your next turn, you get heartburn afterimage in your previous position.
and cannot regain hit points. Then, you belch fire. 87–88 All of your unarmed strikes are headbutts for the
41–42 You move up to your speed, quiver your palm, next minute.
make an unarmed strike against a creature, and 89–90 For the next 8 hours, your eyes remain closed but
shout “Quivering palm!”. This is not a Quivering you can still see as if they were open.
Palm. 91–92 Until you rest, each time you spend one or more
43–44 For the next minute, you can see the ethereal ki points, you must shout a catchphrase decided
plane, but not the material plane. by the DM.
45–46 For the next minute, you may use Stunning Strike, 93–94 An array of wires can be faintly seen hanging
and your first use in that time automatically between you and your environment for the next
succeeds. minute.
47–48 You get the hiccups, and your initiative is reduced 95–96 Swap your total bonuses to Acrobatics and to
to 1 starting next round. Intimidation for 10 minutes.
49–50 For the next minute, roll twice your normal 97–98 The energy expressed by your shadow, elemental,
number of dice for Martial Arts damage. or other ki-expending techniques resembles small
fireworks for the next hour.
99–00 You regain all expended ki points.
11
Wild Magic Surge — Paladin
d100 Effect d100 Effect
01–02 Roll 1d20. On an odd result, the DM chooses 49–50 You cast command on a creature within range,
terrible effect from this table. On an even result, which has disadvantage on the saving throw.
they choose a wonderful effect. 51–52 For the next minute, your left leg disappears, you
03–04 Five apes controlled by the DM and holding cannot stand up from prone unassisted, and your
random holy symbols appear next to you and speed is reduced to 10 ft.
disappear after 1 minute. 53–54 You use Channel Divinity, and may double any
05–06 Your first melee weapon hit within the next dice other than d20s.
minute deals double any radiant or necrotic 55–56 For the next minute, you smell strongly of
damage. vinegar and creatures within 10 ft. of you have
07–08 The first time you use Lay on Hands within the disadvantage on saving throws.
next 8 hours, roll 1d4. On a 1, you deal 1 point 57–58 For the next 10 minutes, you see shining halos
of necrotic damage to the target and grant no above the heads of good-aligned creatures.
healing or curing. 59–60 For the next minute, you cannot attack any
09–10 Add 25 points to your Lay On Hands pool. These creature which is restrained or incapacitated.
extra points are not replenished when you rest. 61–62 For the next minute, your melee weapon attacks
11–12 You must use Divine Smite whenever given the have advantage against creatures that share no
option for the next minute. alignment with you.
13–14 The first time that you or a creature within 60 63–64 Each creature within 50 ft. regains hit points
ft. of you falls within the next 24 hours, you cast equal to their age in decades (rounded down).
feather fall. Until then, there’s a feather tucked 65–66 The next death saving throw rolled within 100 ft.
behind your left ear. of you is treated as a natural 20.
15–16 Your Divine Health is suppressed for the next 67–68 Your holy symbol starts to crack. If you do not
8 hours, and you have disadvantage on saving convert a creature to your faith within 24 hours,
throws against disease. you die.
17–18 You use Divine Sense, and you also learn the 69–70 The first time you take damage within the next
name of any named creatures detected by it. minute, deal twice that much radiant damage to a
19–20 Creatures within 100 ft. learn of your Oath and creature you can see.
its binding tenets. 71–72 You lose 1 hit point at the start of each of your
21–22 Your favorite weapon gains an additional +1 to turns for the next 1d4 minutes, or until you are
attack and damage for the next 8 hours, and is reduced below 1 hit point.
wreathed in gentle purple flames. 73–74 Choose a damage type. Until the end of your next
23–24 For the next minute, you gain vulnerability to turn, all creatures within 60 ft. are immune to it.
damage from creatures who philosophically 75–76 You come to believe something false about a
disagree with your Oath. random deity (other than your own), as if you
25–26 You regain the use of your highest level expended failed a Religion check.
spell slot. 77–78 For the next minute, reduce all damage you take
27–28 You use Divine Sense, detecting at least one false by twice the number of friendly creatures within
result determined by the DM. 10 ft. of you.
29–30 You or a creature you can see make a saving 79–80 For the next hour, your Divine Smite leaves a
throw with advantage against one ongoing affect brand of your holy symbol on creatures it hits.
that a saving throw can end. 81–82 For the next hour, creatures which die within 100
31–32 For the next hour, you cannot hear the speech of ft. of you are instantly buried 6 ft. below ground.
creatures that share no alignment with you. 83–84 You cast light on every hat or helmet within 50 ft.
33–34 You cast find steed, though the steed coexists with 85–86 All quadrupeds within 100 ft. are polymorphed
any preexisting steed and disappears after 1 hour. into white war horses for the next minute.
35–36 For the next minute, your Lay On Hands feature 87–88 You cast locate object on something you covet.
equally heals and cures the nearest damaged
89–90 For the next hour, whenever you use Lay on
enemy.
Hands, you hum a lullaby to your target.
37–38 For the next hour, you grow an anteater snout and
91–92 For the next hour, whenever you witness a crime,
have advantage on Survival and Nature checks.
you must shout “STOP! You have violated the
39–40 Until you rest, you feel compelled to phrase all of law!”
your agreements as promises.
93–94 You cannot rest until you forgive someone who
41–42 For the next minute, your Lay On Hands feature wronged you.
equally heals and cures your nearest damaged
95–96 Swap your total bonuses to Intimidation and to
ally other than your target.
Stealth for 10 minutes.
43–44 The nearest creature who opposes your Oath
97–98 You find a bejeweled goblet at your feet, which
finds a black purse with 100 platinum pieces.
disappears after 24 hours.
45–46 You gain resistance to damage from creatures
99–00 For the next minute, you may use Divine Smite as
without a religion for the next hour.
if you spent a first level spell slot without so doing.
47–48 For the next minute, the nearest creature you feel
protective of has disadvantage on saving throws.
12
Wild Magic Surge — Ranger
d100 Effect d100 Effect
01–02 Roll again. You may trigger the effect right away, 51–52 All creatures more than 30 ft. from you are lightly
or at any point within the next 10 minutes. obscured to you for the next hour.
03–04 Three dire wolves controlled by the DM with 53–54 For the next 10 minutes, you gain tremorsense
saddles on their backs appear next to you and out to 90 ft.
disappear after 1 minute. 55–56 Half of the gold you carry teleports to the last
05–06 All nonmagical ammunition within 100 ft. not place you took a rest, 1 ft. below ground.
carried by you appears neatly stacked at your feet. 57–58 For the next minute, you ignore difficult terrain
07–08 For the next hour, you leave glittery purple and convert the ground you move across to
footprints everywhere you step. difficult terrain from one of your Favored Terrains.
09–10 Choose a new type of Favored Enemy. Lose it as a 59–60 For the next 8 hours, your passive Perception is
Favored Enemy after 8 hours. treated as an 8.
11–12 You are frightened of the next beast you see for 10 61–62 Bricks fall from the sky in a perfectly stacked five-
minutes. foot square around you, enough for three-quarters
13–14 For the next 8 hours, you and up to 7 companions cover.
may travel at double pace out of combat. 63–64 For the next minute, you can only take the Attack
15–16 All but two shots of the nonmagical ammunition action on your turn after a successful horizontal
you carry disintegrate. jump.
17–18 For the next hour, you may take the Help action 65–66 You find a purple arrow, bolt, or bullet which can
as a bonus action. be used for one ranged weapon attack before
19–20 Make a ranged or thrown weapon attack against disappearing. It critically strikes on a roll of
the furthest creature you can see. 16–20.
21–22 You regain the use of your highest level expended 67–68 The first creature to attack you from within 30 ft.
spell slot. within the next minute may make one additional
attack against you with that action.
23–24 Your speed is reduced by 10 ft. for the next
minute, as you hallucinate rusty bear traps that 69–70 You make a weapon attack against a creature in
you must avoid. range. All damage dealt by you this turn is force
damage.
25–26 A pale purple mist surrounds your body for the
next minute, making you lightly obscured to all 71–72 For the next minute, creatures provide total cover,
creatures. rather than half cover, from your ranged attacks.
27–28 For the next hour, you hallucinate tracks of a 73–74 For the next minute, your ranged attacks have a
creature not native to this environment. range increment of 250/1000 ft. and do not suffer
disadvantage due to long range.
29–30 You teleport 40 ft. straight up, gliding up to your
movement horizontally and floating down 20 ft. at 75–76 You cast spike growth centered on yourself.
the start of each of your turns until you land. 77–78 For the next 10 minutes, you gain +10 on all
31–32 The DM chooses one of your Favored Enemy Perception checks pertaining to smell, taste, or
types to get advantage on attacks against you for touch.
the next hour. 79–80 For the next minute, it gently snows for 100 ft.
33–34 You learn the location, but not the identity, of all around you.
creatures hidden from you within 100 ft. 81–82 Treat all environments as Favored Terrain for the
35–36 You switch places via teleportation with the next 24 hours.
nearest beast within 100 ft. 83–84 Any creature that dies within 100 ft. of you within
37–38 You gain resistance to damage from ranged the next minute is petrified in purple amber.
weapon attacks for 10 minutes. 85–86 For the next minute, ash as from a volcano gently
39–40 For the next minute, you cannot jump or climb, falls 100 ft. around you.
and a purple ball and chain appear attached to 87–88 You cast find the path, naming your home as the
your legs. destination.
41–42 You cast find traps and also learn the exact 89–90 All creatures within 60 ft. cast speak with animals.
locations of detected traps. 91–92 Until you rest, a shimmering crimson number
43–44 The furthest enemy within 100 ft. casts pass appears floating over your head, keeping track of
without trace. your total weapon hits in that time.
45–46 You cast water walk on yourself and are immune 93–94 Until you rest, you greet all creatures the way you
to being knocked prone for the duration. would a cute beast.
47–48 For the next minute, your range for weapon 95–96 Swap your total bonuses to Perception and to
attacks is halved. Arcana for 10 minutes.
49–50 For the next 10 minutes, you feel gradually 97–98 You cast spider climb on yourself and the nearest
warmer as you approach something you are enemy.
looking for. 99–00 For the next minute, you cannot miss weapon
attacks.
13
Wild Magic Surge — Rogue
d100 Effect d100 Effect
01–02 Roll again. Choose any result within 5 points of 49–50 Choose a humanoid character race other than
your roll as your effective result. your own. You appear to be a member of that race
03–04 A black dragon wyrmling controlled by the DM for the next hour.
carrying a sack of 100 gold pieces appears next 51–52 For the next hour, a shimmering golden number
to you and disappears after 1 minute. with the total gp value of everything you carry
05–06 The next time you flip a coin, roll a die, or pull floats above your head.
a card in character, you determine the outcome 53–54 For the next hour, you are proficient with all tools.
from those available. 55–56 For the next hour, you may only initiate skill
07–08 For the next minute, at the end of each of your checks if another creature uses the Help action
turns, a copper coin falls out of one of your first.
pockets and jangles as it falls. 57–58 For the next 8 hours, your veins turn an unnatural
09–10 An oddly comfortable shrub springs up around shade of purple and any initiative roll you make
you, enough to heavily obscure a medium sized below a natural 10 counts as a natural 10.
creature. It disappears after 10 minutes. 59–60 A metal vice appears on your head for the next
11–12 The first time you roll a Stealth check within the minute, giving you vulnerability to bludgeoning
next 10 minutes, roll 1d4. On a 1, you fail the damage.
Stealth check and belch a cloud of purple smoke. 61–62 All creatures currently hidden from you within
13–14 Move your shadow up to 60 ft. along any solid 100 ft. slip on a purple banana peel and fall prone.
surfaces. You teleport to its location at the end of 63–64 For the next 8 hours, you are compelled to snatch
your next turn. every exposed coin you see within reach.
15–16 Make a DC 15 Sleight of Hand check to juggle 65–66 For the next 10 minutes, you can see other
your weapons at the start of each of your turns. creatures’ line of sight as an ethereal outline from
This effect ends when you fail and drop them on their eyes.
your foot, taking 1d4 piercing damage. 67–68 Flip a coin. Heads, you gain 2d6 temporary hit
17–18 For the next hour, you can eat up to 20 gold points. Tails, you take 2d6 psychic damage.
pieces as a bonus action on each of your turns to 69–70 For the next minute, you are qualified for Sneak
regain 1 hit point per gp consumed. Attack in all situations.
19–20 For the next 10 minutes, your total result for any 71–72 For the next minute, you must take the Ready
ability check above a 15 is treated as a 15. action on your turn.
21–22 You cast darkvision on yourself. Other creatures 73–74 Choose a creature you can see. You learn the
within 60 ft. of you cannot benefit from darkvision names of any societies, orders, or religions it
of any kind for the next 10 minutes. belongs to.
23–24 You can only speak in thieves’ cant for the next 10 75–76 For the next hour, your Dexterity ability checks
minutes, causing frequent misunderstandings. use a different random ability modifier each roll.
25–26 You gain resistance to poison damage and 77–78 For the next hour, all of your proficient skills
immunity to the poisoned condition for the next count as having Expertise.
hour. 79–80 For the next hour, you feel compelled to take the
27–28 The gold you carry and the gold carried by the shoes (if any) from creatures you kill.
closest other creature swap places, even if the 81–82 Choose a creature you can see. For the next
gold is in an extradimensional container. minute, they gain your Sneak Attack feature.
29–30 For the next minute, hitting with a Sneak Attack 83–84 A recognizable mask of your own face appears on
grants you 10 temporary hit points. you, and disintegrates when removed.
31–32 You gain vulnerability to area of effect damage for 85–86 For the next minute, creatures which die within
the next minute. 100 ft. of you leave invisible bodies for 1 hour.
33–34 For the next minute, your sweat is vibrant green, 87–88 For the next hour, you appear as you did the day
and any creature which swallows or envelopes before you gained your first level in Rogue.
you is reduced to 0 hit points.
89–90 For the next minute, creatures within 100 ft. step
35–36 You cast heat metal on the most valuable metal very gingerly and ignore difficult terrain.
you can see.
91–92 You cannot rest until you give someone a
37–38 A deed to a piece of distant property appears thoughtful gift.
folded in your pocket.
93–94 Until you rest, each time you deal Sneak Attack
39–40 You temporarily forget the part of your life that damage, you add a dance move as a flourish.
formed your Background for the next hour.
95–96 Swap your total bonuses to Stealth and to
41–42 For the next minute, you are invisible to all Religion for 10 minutes.
creatures which do not know any of your names.
97–98 A full tarot deck spills out of both of your sleeves,
43–44 For the next minute, you take 1d6 psychic landing in a neatly shuffled pile.
damage each time you use your Cunning Action.
99–00 For the next minute, you gain Extra Attack and
45–46 For the next minute, you count as having one step may use Sneak Attack twice per turn.
better cover in all situations.
47–48 You blurt out a password or other random secret.
14
Wild Magic Surge — Sorcerer II
d100 Effect d100 Effect
01–02 Until you rest, your Wild Magic Surges cause 53–54 You begin shivering, and cast ice storm at the
you to roll on the original table in the Player’s start of your next turn.
Handbook. 55–56 Each creature within 30 ft. of you heals 1d6 hit
03–04 Your size category becomes tiny for the next points, and you take necrotic damage equal to the
minute. sum of the hit points healed.
05–06 Choose one ally and one enemy you can see to 57–58 Your spell save DC increases by 1 at the start
both become restrained by rings of purple glyphs of each of your turns for the next minute, after
until the end of your next turn. which it reverts.
07–08 You immediately try to eat one of your rarest 59–60 You cast delayed blast fireball at your current
material spell components. It is SO tasty. location. It cannot detonate before its maximum
09–10 You and one creature you can see of your choice duration.
lose concentration. 61–62 Choose a damage type that one of your Sorcerer
11–12 Choose a damage type. You gain immunity to that spells can deal. For the next minute, that damage
damage type and vulnerability to every other type type heals you instead of damaging you.
for the next minute. 63–64 The first spell you cast within the next minute
13–14 For the next minute, you grow a second head and requires a spell slot one level higher than it
may take two bonus actions on each of your turns. usually would.
15–16 You cast sleep at 3rd level centered on the 65–66 Choose a 10 ft. cube of nearby terrain. For the
shortest creature within range. next minute, it levitates upwards at a speed of 30
17–18 The first time you succeed on a saving throw ft. per round as long as there is room.
within the next minute, cast confusion centered 67–68 Each creature within 60 ft. takes acid damage
on the creature whose DC you beat. equal to their height in feet (rounded down).
19–20 You cast detect thoughts on the creature in range 69–70 The first spell you cast within the next minute is
who you most fear, and immediately probe deeper. cast as if you used a spell slot one level higher
21–22 You gain resistance to damage from breath and than the slot you expend.
evocation magic for the next hour. 71–72 Your hands turn into petrified eggs for the next
23–24 Creatures within 60 ft. lose all but one of their hit minute, after which they hatch free, new and
dice. smooth.
25–26 You cast a cantrip you know of your choice, then 73–74 For the next hour, creating spell slots with
cast it again. Flexible Casting costs a number of sorcery points
equal to the spell slot level.
27–28 You are petrified into a bread statue full of savory
meats until the end of your next turn. Any part of 75–76 For the next minute, all dice rolled for healing
you which is eaten before then remains gone. creatures within 60 ft. of you are treated as 1s.
29–30 You cast enlarge/reduce on two random creatures 77–78 For the next minute, you know Heightened Spell
in range. and Quickened Spell, and each only costs 1
sorcery point.
31–32 A doppelganger controlled by the DM appears
next to you, copies a random nearby creature, 79–80 A silver key appears in your hand, engraved with
and disappears after 1 minute. the word “Achievement” in Primordial.
33–34 For the next hour, you grow extra joints on your 81–82 For the next minute, the first time you roll the
shins and forearms, granting advantage on highest number possible on a damage die each
Dexterity ability checks. turn, roll that die again and add it to the damage.
35–36 For the next minute, creatures regain 1d6 hit 83–84 You and every creature within 50 ft. cast
points when they hit you with an attack. expeditious retreat.
37–38 Choose a language. For the next minute, 85–86 For the next 8 hours, you, your items, and your
whenever you hear a creature speak that non-illusory spell effects appear with inverted
language, they take 2d6 psychic damage. colors.
39–40 You cast healing word with Twin Spell Metamagic, 87–88 For the next 8 hours, you, your items, and your
then gain one point of exhaustion. non-illusory spell effects appear with inverted
colors.
41–42 Until you rest, gain access to a Metamagic spell
you don’t already know. 89–90 You shout “False alarm!” in your first language.
43–44 A potted plant appears 10 ft. in front of you. All 91–92 For the next 10 minutes, all of your spells include
creatures who can see it are frightened of it until a rude gesture as a somatic component.
the end of your next turn, when it disappears. 93–94 Until you rest, every time you spend a sorcery
45–46 You cast blindness/deafness at third level. point, you have to give a nearby creature a
compliment.
47–48 You cast sending on a creature whom you have
fought in the past. 95–96 Swap your total bonuses to Persuasion and to
Athletics for 10 minutes.
49–50 A purple bunny controlled by the DM appears 50
ft. away from you and disappears after 1 minute. 97–98 For the next 5 hours, you keep finding loose
If you successfully grapple it, it disappears and dragon scales of different colors in your hair and
you double the amount of gold you carry. shoes.
51–52 You are poisoned until you take damage, at which 99–00 For the next minute, your Metamagic spells do
point you cough up a cockatrice bone. not cost any sorcery points.
15
Wild Magic Surge — Warlock
d100 Effect d100 Effect
01–02 Your Patron offers to allow you to choose any 49–50 Choose an ally you can see. You may use them as
other result on this table, at the cost of reducing the point of origin for your line of sight and spells
you to 1 hit point afterwards. for the next minute.
03–04 You gain vulnerability to fire damage for the next 51–52 For the next minute, you hallucinate the floor or
8 hours. ground as molten lava, and avoid it if possible.
05–06 You cast sending on another current or former 53–54 You and all allies within 100 ft. remove all points
servant of your Patron. of exhaustion.
07–08 For the next minute, the DM may reroll any 1s 55–56 Regain all of your hit points. For the next minute,
they roll on damage dice against you and take the lose 10% of your maximum hit points (rounded
new result. down) at the start of each of your turns.
09–10 You cast armor of Agathys at second level. 57–58 A map of a region on another plane appears
11–12 You cast ray of enfeeblement on the creature in folded in your pocket.
range that you most trust. 59–60 Choose a creature you can see. For the next
13–14 For the next minute, your eldritch blast cantrip minute, you take psychic damage equal to the
knocks targets prone whether it hits or misses. damage they take.
15–16 Lose access to a random Eldritch Invocation for 61–62 For the next minute, you gain the resistances,
the next minute. immunities, and vulnerabilities of the nearest
17–18 You cast eldritch blast, and critically strike on a creature with any such attributes.
roll of 16-20. 63–64 Move up to your speed and cast vampiric touch
19–20 A lamb controlled by the DM appears next to you. on a creature who trusts you.
You cannot cast spells until it disappears after 1 65–66 Choose a creature you can see. For the next
minute, or until it dies. minute, they take psychic damage equal to the
21–22 For the next minute, you gain access to an damage you take.
Eldritch Invocation which you qualify for but have 67–68 The range of your spells and Eldritch Invocations
not learned. is reduced to 20 ft. for the next minute.
23–24 You cast eldritch blast on yourself, then point at a 69–70 You bite your tongue enough to bleed, and cast
nearby creature and say “This is all your fault!” banishment at the start of your next turn.
25–26 Your mouth emanates dark red hellfire for the 71–72 For the next minute, you cannot willingly move
next minute. The first time you are dealt damage through a doorway or other threshold.
in that time, cast hellish rebuke twice. 73–74 For the next minute, creatures more than 5 ft.
27–28 A hell hound controlled by the DM appears next from you see you as a monstrous avatar of your
to you and disappears after 1 minute. Patron.
29–30 For the next hour, you grow a pair of long 75–76 Someone you have betrayed or failed learns of
vertically entwined horns, and gain a 30 ft. your current location. A chill runs down your
burrow speed. spine.
31–32 The nearest book you haven’t read teleports into 77–78 You gain memories of a random Background
your hand, and you must succeed on a DC 13 other than your own, which fade after 1 hour.
Wisdom saving throw or spend your next action 79–80 You swap hair for the next hour with a random
perusing it. nearby creature.
33–34 You gain resistance to cold damage and immunity 81–82 For the next hour, you appear as you will the day
to the frightened condition for the next hour. before you die a natural death.
35–36 The nearest enemy casts major image. 83–84 For the next 10 minutes, all of your spells end
37–38 You cast any Warlock spell at level 1 and apply the with a gooselike honk as a verbal component.
Extended Spell Metamagic to it. 85–86 A thimble of honeyed milk appears at the nearest
39–40 You shift to your Patron’s home plane until the threshold.
end of your next turn. While there, they give you a 87–88 The next thing you eat is terrifyingly spicy.
small bit of advice for your predicament. 89–90 For the next hour, you keep accidentally referring
41–42 Your tongue turns forked and purple for the next to your Patron as “Dad”.
minute, granting advantage on Insight checks as 91–92 Creatures within 50 ft. each cast misty step.
it flicks out and smells the air. 93–94 You cannot rest until someone makes an
43–44 A deviled egg appears in your mouth, and you uncertain deal with you.
cannot speak until you spend an action chewing 95–96 Swap your total bonuses to Deception and to
and swallowing it. Nature for 10 minutes.
45–46 Choose a creature you can see. For the next 97–98 For the next 8 hours, every time you laugh it is
minute, it gains access to an Eldritch Invocation heard telepathically by all creatures within 100 ft.
you know. 99–00 Gain an additional spell slot until you take a long
47–48 The nearest enemy learns your current hit points rest.
and saving throw bonuses.
16
Wild Magic Surge — Wizard
d100 Effect d100 Effect
01–02 Roll 1d20. If you roll a natural 20, you cast wish. 53–54 Choose a random humanoid character race. You
03–04 A phase spider controlled by the DM appears next see all other humanoids as members of that race
to you and disappears after 1 minute. for the next hour.
05–06 One of your material spell components is 55–56 For the next 8 hours, you grow a pair of infrared
duplicated at random. nostril-eyes and count as surprising all your
07–08 The first time a creature within 30 ft. of you enemies.
casts a spell within the next 10 minutes, you cast 57–58 Creatures within 30 ft. of you are heavily
counterspell targeting them. obscured to you for the next minute.
09–10 For the next hour, you may cast knock at will 59–60 You cast Bigby’s hand, but it appears as a very
without expending a spell slot. flexible foot.
11–12 You cast disintegrate straight down. 61–62 For the next hour, your pecs and biceps (but no
13–14 Your spellbook vibrates as if there are bees other muscles) bulge visibly and you succeed on
between the pages, and grows a waxy new page all Strength saving throws.
with a random first level spell printed on it. 63–64 For the next minute, your spells that effect a cone,
15–16 The order of spells in your spell book becomes cube, sphere, or cylinder instead effect a 30 ft.
jumbled. For the next 10 minutes, you must line originating from you.
spend 15 ft. of movement each time you cast a 65–66 You cast find familiar and choose a bat. You must
spell. address it in your best gravely voice.
17–18 You cast clairvoyance, targeting something 67–68 Turn deathly pale and reduce your maximum hit
dangerous within 1 mile. points by 1 per character level for the next minute.
19–20 You become frightened of a random magic item 69–70 You fall prone and roll around, and cast wall of
you carry for the next minute. fire at the start of your next turn.
21–22 You cast illusory script, creating a message that 71–72 Roll 1d20. Any time in the next hour, the DM may
appears to excuse you for something you did, but replace a d20 rolled by anyone with that result.
whose true message is a confession. 73–74 You cast polymorph on the loudest creature
23–24 You cast lightning bolt on the highest creature or in range. If it succeeds, choose a parrot or an
object in range. elephant.
25–26 For the next 1d6 hours, you gain access to a 75–76 Tell the DM what action (including details such
cantrip you have not learned. as targets) you intend to take on your next turn.
27–28 The closest creature to you casts hold person on This information is telepathically learned by all
you. enemies who can see you.
29–30 You cast haste on your oldest friend in range. 77–78 For the next minute, you may reroll any 1s on
your spell damage dice and take the new roll.
31–32 Your shadow disappears and you gain
vulnerability to damage from creatures hidden 79–80 For the next minute, any creature that dies within
from you for the next hour. 100 ft. of you disintegrates into purple ash.
33–34 You cast detect magic with a 90 ft. radius. 81–82 For the next minute, every spell you cast includes
a flight of illusory doves from your hands.
35–36 You cast detect magic and get a false result for a
school of magic that is not really present. 83–84 Until you rest, you feel compelled to tell each
intelligent creature you meet which school of
37–38 You cast any level 1 Wizard spell and apply the
magic they most fit into as a person.
Careful and Subtle Spell Metamagics to it.
85–86 A silver lock appears in your hand, engraved with
39–40 A scroll of a random spell from your spellbook
the word “Achievement” in Draconic.
flutters to the ground somewhere within 100 ft.
87–88 For the next 1d6 hours, all compasses within
41–42 You gain resistance to damage from all schools of
1000 ft. of you point towards you.
magic except evocation for the next hour.
89–90 Your spellbook drops a small neon green bean
43–44 All Bags of Holding and other extradimensional
that quietly sings. If you bury it, it will sprout into
storage spaces within 100 ft. each expel 1
a copy of your spellbook after a year and a day. If
random object contained within.
you ever roll this result again, ignore it and roll
45–46 For the next minute, each time you cast a non- again.
cantrip Wizard spell, you gain 10 temporary hit
91–92 You cast sending on a distant creature for which
points.
you have nostalgic feelings.
47–48 The material components you carry float out and
93–94 For the next minute, all creatures within 1 mile
begin orbiting you closely for the next minute.
see an illusory eclipse in the sky.
Each time you take damage, destroy one of them
too. 95–96 Swap your total bonuses to Arcana and to
Acrobatics for 10 minutes.
49–50 For the next hour, your spells are shrouded in
illusion to appear the result of physical acts such 97–98 For the next 8 hours, whenever you read, you
as potions and traps. read aloud in Draconic.
51–52 Your spellbook teleports into the possession of an 99–00 You succeed on all concentration checks for the
ally within 100 ft. and purrs. next 10 minutes.
17
Design Guidelines Last Stand: A Worthy Death!
When analyzing the original Wild Magic Surge table in If your D&D campaign combines epic fantasy combat
the Player’s Handbook (page 104), I separated its 50 with high-stakes lethality, shouldn’t you have a rule on
entries into a few categories. They are Beneficial (21), hand that makes sure your player characters’ heroic
Whimsical (8), and Disruptive (21). Beneficial effects sacrifices are, well, actually heroic? Last Stand: A
are purely or easily used in the player’s favor. Whimsical Worthy Death is a unique supplement that provides over
effects are almost always aesthetic and low-impact, 40 new once-in-a-lifetime class features spanning every
except in obscure narrative circumstances. Disruptive Fifth Edition class. Epicness insurance is not for the
effects are double-edged at best, and sometimes faint of heart, so if you die... die well!
awful for the player. I used a ratio of 2:1:2 as a rough
guideline for each of the other Wild Magic Surge tables, The Monster Menu!
creating effects that fell into similar categories in similar
proportions, but with greater typical impact. Inspired by Breath of the Wild, NetHack, and Delicious
Negative and positive variations on each class’s In Dungeon; the Monster Menu brings over 100 unique
iconic features make up a large chunk of these entries. monster meals to your party’s campfire. Whether it’s the
Sometimes this means a crunchy entry about getting forbidden fruit of a treant or the volatile heart of a balor
bonus damage on a Divine Smite, other times it means lord, you’re sure to find something for any aspiring chef
having the Cleric, often the party’s truth-diviner, believe or “adventurous” appetite. So go ahead, dig in!
a lie. Remember that although disruptive effects usually
give some sort of mechanical penalty, they may just as Might vs. Magic!
well create a narrative problem. The inverse is true for From popular anime, to blockbuster computer RPGs,
beneficial effects offering opportunities in the game’s to Artorian myth, wizards and fighters have always
fictional positioning. As a rule, beneficial and disruptive been at each other’s throats. In Might vs. Magic, you’ll
effects alternate for most of a given table, and then find 14 new archetypes, over 20 new spells, and over
whimsical outcomes make up the last several entries. 30 new magic items that celebrate the age-old conflict
A few entry archetypes are used across every class, between martial characters and spellcasters! Plus, a
such as the skill swap, the meta-surge effect, the big “counterspell expansion pack” to replace and revamp
resource restoration, and the DM-controlled creature one of 5th Edition’s most controversial spells!
summon. Other entries were distributed based on a
rough balance between classes and a general goal
of hitting a little bit on every aspect of the rules of
Dungeons & Dragons. The tables are meant to be broad,
not deep, in their themes and mechanisms. For example,
Readied Actions are rarely referenced beyond their
existence in the Player’s Handbook, but here we have
a couple of entries that use them as unique conceptual
fodder for surges!
Many of the most whimsical entries were inspired by
popular culture. If you have a homebrew class you want
to develop wild magic for, try partaking in some of the
media that inspired that class and taking notes as you
go! If you want to remix an existing table by swapping
out surge results, keep in mind whether you’re replacing
beneficial or disruptive effects more. If some of the
existing effects don’t grab you, consider grabbing your
favorites from class tables not in use in your campaign.
I admit, the content development process often begins
with rapidly cherry picking easy ideas, and ends with
patiently collecting more obscure ones. It’s a little bit
like hoping for a fortuitous Wild Magic Surge!
But as always, the most general guideline for
designing this sort of material is to solicit criticism
from interested friends and players. Speaking of which;
feel free to swing by the DM’s Guild page to leave a
comment or a review! This supplement was expanded
with new tables for the Artificer and Blood Hunter
classes after reaching Gold best-seller status. That’s
100 new wild magic surges! Here’s to the element of
surprise…