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| d100 | Effect | |:---------:|:-------| | 01–04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 05–08 | A creature Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll a **d4** to determine the creature: **1.** A sprite **2.** A blink dog **3.** A pixie **4.** A faerie dragon (its breath weapon recharges on a 5–6 for this duration). | | 09–12 | For the next minute, you regain 5 hit points at the start of each of your turns.| | 13–16 | Creatures have disadvantage on saving throws against the next spell you cast within the next minute that involves a saving throw. If the spell is an Enchantment spell, creatures that fail the saving throw are Charmed by you until the end of your next turn. | | 17–20 | You are subjected to a whimsical fey effect that lasts for 1 minute unless stated otherwise. Roll a **d8**: **1.** Faint, ethereal music plays, audible to you and creatures within 5 feet. **2.** Your size increases by one category. **3.** A beard of feathers grows on your face. It remains until you sneeze, at which point the feathers explode and vanish. **4.** You must shout when you speak. **5.** Illusory butterflies flutter around you within 10 feet. **6.** A third eye appears on your forehead, giving you advantage on Wisdom (Perception) checks and allowing you to see invisible creatures for the duration. **7.** Pink bubbles float from your mouth when you speak. **8.** Your skin turns a vibrant shade of blue for 24 hours, or until a Remove Curse spell is cast on you. | | 21–24 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.| | 25–28 | You are transported to the Astral Plane until the end of your next turn, when you return to the space you previously occupied or the nearest unoccupied space.| | 29–32 | The next time you cast a spell that deals damage within the next minute, do not roll for the damage dice. Instead, use the highest possible number for each die. If the attack is a critical hit, the spell’s damage is doubled (after maximizing).| | 33–36 | You have resistance to all damage for the next minute.| | 37–40 | You transform into a potted plant until the start of your next turn. While a plant, you are incapacitated and vulnerable to all damage. If you drop to 0 hit points, your pot breaks, and you revert to your normal form.| | 41–44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.| | 45–48 | You and up to three creatures of your choice within 30 feet of you become invisible for 1 minute. The invisibility ends for a creature if it attacks, deals damage, or casts a spell. If the invisibility ends early, that creature gains a +2 bonus to its next attack roll or saving throw. | | 49–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the Magic Missile spell.| | 53–56 | You can take one additional action immediately.| | 57–60 | You cast a random spell. If the spell requires concentration, it doesn’t in this case, and it lasts for its full duration. Roll a **d10**: **1.** Confusion **2.** Fireball (appearing as a burst of glowing fey light around a point you choose within range) **3.** Fog Cloud **4.** Fly (cast on a random creature within 60 feet of you) **5.** Grease **6.** Levitate (cast on yourself) **7.** Magic Missile (cast as a level 5 spell) **8.** Mirror Image **9.** Polymorph (cast on yourself, and if you fail the saving throw, you turn into a Goat) **10.** See Invisibility. | | 61–64 | For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 fire damage, and is burning.| | 65–68 | If you die within the next hour, you immediately revive as if by the Reincarnate spell, but you return with a random fey trait of the DM’s choice.| | 69–72 | You are afflicted by the Frightened condition until the end of your next turn. The DM determines the source of your fear.| | 73–76 | You teleport up to 60 feet to an unoccupied space you can see.| | 77–80 | A random creature within 60 feet of you is Poisoned for 1d4 hours.| | 81–84 | You radiate 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.| | 85–88 | Up to three creatures of your choice that you can see within 30 feet take 1d10 Necrotic damage. You regain hit points equal to the total Necrotic damage dealt.| | 89–92 | Up to three creatures of your choice that you can see within 30 feet take 4d10 Lightning damage.| | 93–96 | You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.| | 97–00 | Roll a **d6**: On a **1**, you regain 2d10 hit points; on a **2**, one ally of your choice within 300 feet regains 2d10 hit points; on a **3**, you regain your lowest-level expended spell slot; on a **4**, one ally of your choice within 300 feet regains their lowest-level expended spell slot; on a **5**, you regain all your expended Sorcery Points; on a **6**, all effects from row 17–20 affect you simultaneously.|