PRIMAL WILD MAGIC
Wild magic with a primal influence, ordered so high numbers are beneficial and low numbers are detrimental.
01-02 A 5-foot-radius, 40-foot-high cylinder of moonlight shines down centered on you. All creatures in the area must succeed
on a Constitution saving throw against your spell save DC or take 2d10 radiant damage. A shapechanger makes this
saving throw with disadvantage and reverts to its original form on failure.
03-04 You cast polymorph on yourself. If you fail the saving throw, you turn into a snail for the spell’s duration.
05-06 You become incapacitated until the end of your next turn, after which you gain the benefits of the commune with nature
spell.
07-08 You turn into a large tree until the start of your next turn. While a tree, you have resistance to all damage except fire
damage. You are vulnerable to fire damage. If you drop to 0 hit points, your form reverts.
09-10 You and all creatures within 30 feet of you gain vulnerability to acid, cold, fire, lightning, poison, and thunder damage for
the next minute.
11-12 An enraged boar appears next to you. It attacks only you and ignores everything else.
13-14 Choking spores fly off of you. You and all creatures within 10 feet of you become poisoned for the next hour.
15-16 You are outlined in a dull green light for the next minute. During that time, attack rolls against you have advantage if the
attacker can see you and you can’t benefit from being invisible.
17-18 Your skin turns green for the next 10 minutes. During that time, you have disadvantage on ability checks while not in
direct sunlight.
19-20 You can’t speak for the next minute. Whenever you try, animal noises come out of your mouth.
21-22 A weird bug crawls out of your nose and sits on your face. It dodges every attempt to remove it. You had disadvantage on
Charisma checks while the bug is on your face. After an hour, the bug goes back up your nose and disappears.
23-24 You grow a mustache made of grass. Shaving the mustache causes it to grow back immediately. A remove curse spell
can end the effect.
25-26 Your gain an animal feature, such as a beak or a tail. A remove curse spell can end the effect.
27-28 You cast polymorph on yourself. If you fail the saving throw, you turn into a brown bear for the spell’s duration.
29-30 You are transported to the Feywild 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.
31-32 A small thundercloud floats over you for the next 10 minutes, raining on you and booming with thunder.
33-34 An owl appears within 30 feet of you. It makes no noise and is immune to all damage. The owl follows you and watches
you for the next 5d6 days. It does not sleep and can follow you into areas it logically should not be able to go.
35-36 All nonmagical sticks within 30 feet of you become snakes controlled by the DM.
37-38 Flowers rapidly grow in your footsteps for the next 10 minutes.
39-40 You are surrounded by the faint sounds of a babbling brook for the next minute.
41-42 A ring of toadstools springs up around you.
43-44 A single daisy grows from your head.
45-46 All plants within a 100 foot radius of you become thick and overgrown. A creature moving through the area must spend 4
feet of movement for every 1 foot it moves.
47-48 1d6 doves controlled by the DM fly out from behind you.
49-50 All plants within a half-mile radius of you bloom.
51-52 The weather immediately become clear.
53-54 For the next minute, all sticks within 30 feet of you become magical for the purposes of overcoming resistances and
immunities.
55-56 For the next 24 hours, you cannot become lost while navigating the wilderness.
57-58 A 5-foot-diameter, 10-foot-high pillar of stone rises out of the ground directly beneath you.
59-60 A beast of the DM’s choice within 30 feet of you gains the enlarge effect of the enlarge/reduce spell for the next minute.
61-62 Your nose becomes the shape of a bloodhound’s nose for the next minute. During that time, you have advantage on
Wisdom (Perception) checks that rely on scent.
63-64 A blink dog controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
65-66 A sprite controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
67-68 All beasts that can see you become charmed by you until the end of your next turn.
69-70 You and all creatures within 30 feet of you are cured of poison and disease.
71-72 You gain a burrow speed equal to your speed for the next 10 minutes. During that time, you leave no trace of your
movement through unworked stone.
73-74 For the next ten minutes, your attacks score a critical hit on a roll of 19 or 20.
75-76 3d10 goodberries rain from the sky.
77-78 You are affected by the Natural Weapons option of the alter self spell for the next hour.
79-80 You and all creatures within 30 feet of you gain resistance to acid, cold, fire, lightning, poison, and thunder damage for
the next minute.
81-82 You cast barkskin on yourself as a 2nd-level spell.
83-84 You regain your lowest-level expended spell slot.
85-86 You cast conjure animals as a 3rd level spell.
87-88 An intangible healing spirit appears in a 5-foot cube of your choice within 60 feet. Whenever a creature enters the spirit’s
space for the first time on its turn or starts its turn there, it regains 2d6 hit points. The spirit disappears after 1 minute.
89-90 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
91-92 You cast stoneskin on yourself as a 4th-level spell.
93-94 You can take one additional action immediately.
95-96 You cast conjure elemental as a 5th-level spell.
97-98 You cast call lightning as a 5th-level spell.
99-00 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
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