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# Wild Magic Options The chaotic neutral of the sorcerer subclasses, the Wild Magic sorcerer is an unpredictable storm of helpful, silly, and downright gamebreaking mechanics. Depending on the game and the players, this can be a lot of fun and make for some interesting stories to tell afterward. However, it can be at times frustrating for the people at the table if not everyone is on board with a potential fireball-related TPK. You can use this guide to tailor the Wild Magic Surge table to the player and the campaign. In this way, you can be sure of what kind of experience the DM and the players hope to get out of having a Wild Magic sorcerer in the party. ## Customizing The Wild Magic Table The options on the full Wild Magic Surge table can be broken down into a few categories: Beneficial, Inconvenient, and Detrimental. Use these tables to craft your own Wild Magic Surge table of 20 effects that the Wild Magic Sorcerer can roll on. In general, you should try to strike a balance of options that make rolling on the Wild Magic Surge table rewarding. Bold options are powerful and should be added with caution. ___ #### Beneficial Beneficial options will always be useful to the player and/or the party. They range from healing yourself, teleporting around the battlefield or increasing the damage of your spells. These are the options you are generally aiming for when rolling on the Wild Magic Surge table. #### Inconvenient Inconvenient options are mainly the "weird stuff" on the Wild Magic Surge table. Expect to grow a beard of feathers, be haunted by spectral butterflies, or summon a bunch of creatures only to have them suddenly disappear. These options are either silly or just happen and you have no control over them. #### Detrimental This is the bad stuff. Detrimental options will hinder you or your party in some way. They can take you out of the fight, deal damage to your party or something else that may be annoying or dangerous. ___ ### Spontaneous Surges (optional rule) Normally, rolling on the Wild Magic Surge table happens in one of two ways: The first is the DM will have the Wild Magic sorcerer make a d20 roll after casting a spell of 1st level or higher. On a roll of a 1, the player rolls on the Wild Magic surge table. Secondly, the DM can simply forgo the d20 roll and have the sorcerer roll on the table after casting the spell (also restoring a use of Tides of Chaos). The intention seems to be to control the amount of randomness of the Wild Magic Surge table as to not break the world or slow down the game. However, most DMs will simply let the Wild Magic player roll a d20 for any 1st level or higher spell, letting the player have a higher chance of getting to use the Wild Magic table. As an additional feature, or replacement of the d20 roll, you can give the Wild Magic Sorcerer a number of Spontaneous Surges. After casting a 1st level or higher spell, the player can choose to spend a Spontaneous Surge to roll on the Wild Magic Surge table. The number of these surges is equal to their Proficiency Bonus, and they regain all uses after finishing a long rest. This give the player a certain amount of control over when they can use the Wild Magic Surge table and guarantees at least some use per day (This could also restore Tides of Chaos uses, but that's up to the DM). | DETRIMENTAL OPTIONS| |:---:| |**You cast Fireball as a 3rd-level spell centered on yourself.**| |For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.| |You cast Confusion centered on yourself.| |For the next minute, you must shout when you speak.| |You cast Fog Cloud centered on yourself.| |You cast Grease centered on yourself.| |Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.| |A random creature within 60 feet of you becomes poisoned for 1d4 hours.| |You are frightened by the nearest creature until the end of your next turn.| |You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.| |You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.| |You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.| |You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.| |You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.| \pagebreak | INCONVENIENT OPTIONS | |:---:|:---:|:---:| | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | | You are immune to being intoxicated by alcohol for the next 5d6 days.| |A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears one minute later.| |Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.| |You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.| |You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.| |Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.| |Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.| |1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.| |You cast Fly on a random creature within 60 feet of you.| |Your size increases by one size category for the next minute.| | You cast Levitate on yourself.| |A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.| |You are surrounded by faint, ethereal music for the next minute| |Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.| |Your hair falls out but grows back within 24 hours.| |Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.| | BENEFICIAL OPTIONS | |:---:| | For the next minute, you can see any invisible creature if you have line of sight to it. | | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.| | You cast Magic Missile as a 5th-level spell. | | You regain your lowest-level expended spell slot. | | For the next minute, you regain 5 hit points at the start of each of your turns. | | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | | **You gain resistance to all damage for the next minute.** | |You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.| | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | | You can take one additional action immediately. | | **Maximize the damage of the next damaging spell you cast within the next minute.** | | You cast Mirror Image. | | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. | | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.| | You regain all expended sorcery points. |
\pagebreak # Example Tables | d20 |ALL POSITIVES (no negative options)| |:---:|:---:| |1|For the next minute, you can see any invisible creature if you have line of sight to it.| |2|You regain your lowest-level expended spell slot.| |3|You cast Magic Missile as a 5th-level spell| |4|For the next minute, you regain 5 hit points at the start of each of your turns| |5|Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw| |6|You gain resistance to all damage for the next minute| |7|An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight| |8|For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action| |9|You teleport up to 60 feet to an unoccupied space of your choice that you can see| |10|You can take one additional action immediately| |11|Maximize the damage of the next damaging spell you cast within the next minute| |12|You cast Mirror Image| |13|If you die within the next minute, you immediately come back to life as if by the Reincarnate spell| |14|For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns| |15|You regain all expended sorcery points.| |16|Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.| |17|Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.| |18|You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell| |19|You are surrounded by faint, ethereal music for the next minute| |20|Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.| |d20|BALANACED (a bit of everything)| |:---:|:---:| |1| You can take one additional action immediately. |2| You are surrounded by faint, ethereal music for the next minute. |3| A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |4| You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |5| Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |6| You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |7| You regain your lowest-level expended spell slot. |8| You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |9| You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |10| Maximize the damage of the next damaging spell you cast within the next minute. |11| You cast Confusion centered on yourself. |12| For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |13| You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |14| You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | |15| For the next minute, you can see any invisible creature if you have line of sight to it.| |16| An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |17| Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |18| You gain resistance to all damage for the next minute. |19| You cast Mirror Image. |20| You cast Grease centered on yourself. \pagebreak |d20|50/50 (half beneficial, half detrimental options)| |:---:|:---:| |1| You regain all expended sorcery points. | |2| You cast Fog Cloud centered on yourself. |3| For the next minute, you can see any invisible creature if you have line of sight to it. |4| You are frightened by the nearest creature until the end of your next turn. |5| A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |6| A random creature within 60 feet of you becomes poisoned for 1d4 hours. |7| Maximize the damage of the next damaging spell you cast within the next minute. |8| Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |9| For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |10| You cast Grease centered on yourself. |11| For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |12| You cast Confusion centered on yourself. |13| You cast Mirror Image. |14| You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |15| You gain resistance to all damage for the next minute. |16| You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |17| Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |18| You cast Fireball as a 3rd-level spell centered on yourself. |19| You can take one additional action immediately. |20| You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |d20| MOSTLY JOKE OPTIONS | |:---:|:---:| |1| You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |2| You are immune to being intoxicated by alcohol for the next 5d6 days. |3| You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn |4| Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |5| You are surrounded by faint, ethereal music for the next minute |6| Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |7| Your hair falls out but grows back within 24 hours. |8| For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |9| Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |10| You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |11| You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |12| You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |13| 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |14| Your size increases by one size category for the next minute. |15| A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |16| Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |17|You cast Confusion centered on yourself. |18|An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |19| You cast Grease centered on yourself. |20| You gain resistance to all damage for the next minute.