Natural 20 Magic Effects Table

by TheElderWorm

Search GM Binder Visit User Profile

Natural 20 Wild Magic Effects Table

Guess They'll Die

The purpose of this table is to provide a Wild Magic table with more impressive (and potentially challenging) magical effects than the Wild Magic Surge Table from The Player's Handbook (Wizards of the Coast, 2014). This table, as well as the Natural 1 Wild Magic Effects Table, are especially useful for DMs with magic-wielding PCs.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Nat 20 Magical Effects

d100 Effect
01 – 02 Roll on this table at the start of each of your turns for the next minute, but ignore any consequent rolls of 1 or 2.
03 – 04 For the next minute, you can see any invisible creature that enters your line of sight.
05 – 06 An ooze, randomly chosen by the DM, appears in an unoccupied space within 5 feet of you, then disappears a minute later.
07 – 08 After you finish your action, you vomit 1d100 gold pieces as a bonus action.
09 – 10 You cast chaos bolt at third level at the target.
11 – 12 Roll a d10. Your height changes by a number of feet equal to your roll, for that many hours. If the roll is odd, you shrink; if the roll is even, you grow. If you shrink, attacks made against you have disadvantage.
13 – 14 You cast disguise self centered on yourself; with your disguise matching the appearance of the last humanoide creature you saw.
15 – 16 For the next minute, you regain 5 hit points at the start of each of your turns.
17 – 18 For the rest of the day, you have no reflection and no shadow. Light sparkles on your skin; you have advantage on Charisma (Persuasion) checks for the duration.
19 – 20 For the next minute, you can speak, read, and write every language. Anything written by you in a language you normally don't know will be unknown to you after the duration.
21 – 22 Creatures have disadvantage on saving throws against the next spell you cast within the next minute.
23 – 24 One randomly chosen nonmagical item within 30 feet of you becomes permanently magical, gaining a magical quirk.
d100 Effect
25 – 26 Your third eye opens on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks which are sight-based.
27 – 28 For the next minute, all your spells with a casting time of "one action" have a casting time of "one bonus action".
29 – 30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31 – 32 You are teleported 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.
33 – 34 Maximize the damage of the next damaging spell you cast within the next minute.
35 – 36 3d10 gems shoot out from your fingertips. Each gem is worth 1d6 x 10 gold pieces.
37 – 38 An extraplanar creature appears with a 25% chance of each of the following types: Celestial, Elemental, Fey, Fiendish. The creature disappears after one minute.
39 – 40 You regain 2d10 hit points as a result of a jovial spirit with a bushy mustache appearing and clasping you on the shoulder.
41 – 42 Choose one creature you can see within 120 feet. That creature is paralyzed for one minute or until it takes damage.
43 – 44 For the next minute, you can teleport up to 20 feet as a bonus action at the end of your turn.
45 – 46 You cast levitate on the nearest friendly creature.
47 – 48 A friendly Bullywug controlled by the DM appears within 5 feet of you, then disappears one minute later.
49 – 50 1d10 natural boundaries (such as trees, rocks, etc.) appear in front of you and up to 5 creatures of your choice that you can see. The barriers remain for 1d4 days and provide full coverage.
51 – 52 A spectral shield overs near you for the next minute, granting you a +2 bonus to your AC and immunity to the magic missile spell.
53 – 54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55 – 56 Up to five creatures of your choice within 60 feet of you must make a Strength saving throw (DC = 15) or be thrown straight upwards by 2d4 x 10 feet and take 1d6 bludgeoning damage per 10 feet fallen upon landing.
57 – 58 For the next minute, any object you touch that isn't being worn or carried by another creature bursts into flames.
59 – 60 You regain your lowest level expended spell slot.
61 – 62 Up to three creatures of your choice within 60 feet of you take 4d10 lightning damage.

Nat 20 Magical Effects (continued)

d100 Effect
63 – 64 You cast fog cloud cast on the nearest creature.
65 – 66 A 10x10 foot pit appears five feet in front of you. Its depth is equal to five times your level.
67 – 68 The creature nearest to you becomes frightened of you until the end of your next turn. If the creature is immune to being frightened, the effect rebounds to the next nearest creature which can be frightened.
69 – 70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends early on a creature when it attacks or casts a spell.
71 – 72 You gain resistance to all damage for the next minute.
73 – 74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75 – 76 You glow with bright light with a radius of 30 feet for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. Your melee attacks also deal an extra 1d6 radiant damage.
77 – 78 You summon a genie. Roll a d4 to determine which type (Dao, Djinni, Efreeti, or Marid). Then, roll a d20; if it is the same number, the genie will grant you a minor wish in that many days. If the numbers are not the same, the genie provides you with 10 hit points and vanishes.
79 – 80 Illusory flower petals and butterflies flutter in the air within 10 feet of you for the next minute, granting you advantage on Dexterity saving throws for the duration.
81 – 82 You can take one additional action immediately.
83 – 84 Each friendly creature within 30 feet of you takes 1d10 necrotic damage. You regain points equal to the combined damage.
85 – 86 You cast mirror image.
87 – 88 You cast fly on a random creature within 60 feet of you.
89 – 90 You become invisible for the next minute. During that time, other creatures can't hear you. This effect ends early if you attack or cast a spell.
91 – 92 If you die within the next minute, you immediately come back to life, as if by the reincarnate spell. When you do so, you have half of your total hit points.
93 – 94 Your AC increases by +2 for the next minute.
95 – 96 You can cast the true strike cantrip as a bonus action on your next turn.
d100 Effect
97 – 98 You are surrounded by faint, ethereal music for the next minute. You gain one cantrip from the Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard spell list of your choice. It does not count against the number of known cantrips and uses your regular casting ability.
99 – 100 You regain all expended spell slots.

Where Credit is Due

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Source: "spell of fire" by BettyElgyn

Concept Idea by TheElderWorm

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.