Fey Wild Wild Magic Table - The Homebrewery

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Wild Magic Table for the Fey Wild

T
his table is intended to be used in homebrewed
campaigns which visit the Fey Wild, or DMs
and players that want a wild magic table that is
more themed around fey and natural magics.

1d100 Effect 1d100 Effect


1 A vorpal sword appears in your hands. A Jabberwock 51 A human woman wearing ruby slippers appears in an
(green dragon wyrmling) with immunity to all damage unoccupied space within 120 ft of you. At the same
except from vorpal swords also appears in an time the caster appears in a 20 ft cubed house 60 ft
unoccupied space within 60 ft. Both the sword and directly over her. On IC 20 of the next round,the
creature vanish in 1d8 rounds, but its head, worth house falls, killing her instantly. On IC 10 a Green
2d6 x 100 GP remains if it's killed. Hag appears, accosting the caster for murdering her
sister.
2-3 you create a 500 ft dead magic zone which lasts for 52-53 The last creature you targeted with a spell must
24 hours. All plant life int the zone withers instantly. succeed a Wisdom save or be charmed by you for 8
hours.
4-5 Summon an earth elemental which is friendly to you. 54-55 Cast "Blur" at 2nd level on yourself without
expending a spell slot.
6-7 You are under the effects of the spell "Beast Speech" 56-57 You are under the effects of the spell "Speak With
for 8 hours. Plants" for the next 24 hours
8-9 A small sweet saying "eat me" and a vial filled with 58-59 Vines sprout in a 20ft square centered on you, as
liquid labelled "drink me" appear in each hand. though by the "Entangle" spell, which lasts for 1
Consuming one will subject you to the "Enlarge" minute, unless burned away.
spell, the other "Reduce" (DM's Discretion)
10-11 You can speak sylvan for 24 hours, if you already 60-61 The last creature(s) you damaged with a spell gains
know sylvan you have advantage on social checks resistance to the damage type you dealt to it until it
with fey creatures. completes a long rest.
12-13 A quickling runs out from behind the nearest cover 62-63 For 1d10 hours you cannot speak. Fortunately a toad
towards you. Make a DC 13 DEX save. On a failiure it which you have a telepathic link with and speaks all
steals a pack/pouch/item from your person (DM's the languages you know has appeared on your head,
discretion) and starts running away with it. which vanishes when you regain the ability to speak.
14-15 For 1d10 rounds you gain vulnerability to poison 64-65 A 20 ft diameter, 20 ft high, 5' thick "Wall of thorns"
damage. appears centered on yourself.
16-17 Your arms turn into wings and you gain a flying speed 66-67 The target of your spell, or a random creature in its
of 30 ft for 1d4 hours. You cannot perform somatic area of effect, has the spell "Hold Monster" cast on it
components while flying. (use your spell save DC). It also has "Invulnerability"
cast on it, which lasts for 1d8 rounds.
18-19 For 2d6 days you are distractingly aware of a faerie 68-69 A really high elf (using the stats of a commoner)
circle which is within a half day's journey of you, appears in a location within 420 ft of you
causing you to have disadvantage on all mental saves. (determined by the DM) for 69 minutes. They are
Breaking it or a 5th level "Dispell Magic" spell will friendly to all creatures and will spend their turn
end the effect. hyping you up for yours. If they drop to 0 HP they
will vanish, casting "Stink Cloud" (DC 20) as they do
so, centered on themselves.
20-21 An "Illusory Dragon" (XGtE) manifests on a point 70-71 Cast "True Polymorph" on a random creature in
within 120 ft affecting all creatures including allies range. On a failed save, the target becomes a pot
(use your spell save DC, damage type is DM's plant for 1d6 rounds.
discretion).
22-23 You may cast "Moonbeam" at 2nd level as reaction 72-73 A golden acorn appears in your hand which attracts
without expending a spell slot. 3d4 swarms of squirrels (use the stats for a swarm of
rats)
24-25 Your type becomes fey for the next 1d10 weeks. 74-75 Fey affected by your spells have disadvantage on
their saving throws against them for 1d4 hours.
1d100 Effect 1d100 Effect
26-27 For the next 1d10 rounds speaking only produces 76-77 You may cast "Misty Step" as a bonus action without
clouds of dandelion seeds, preventing you from expending a spell slot.
performing verbal components.
28-29 Make a CON save against your spell save DC. On a 78-79 Cast "move earth" beneath a random creature in
failed save, you become a T-rex as though effected by range, pushing it in a random direction.
"Polymorph"
30-31 Each weapon in 60 ft is subject to the effects of 80-81 You are subject to the effects of "Mirror Image" for 1
"Heat Metal" (using your spell save DC) until your minute.
next turn.
32-33 A tube of lipstick appears on your person. It hasone 82-83 Summon a pixie under the DM’s control. Roll 1d6:
use, which on application will allow you to replace on a 1, it is hostile to you, on a 2-4 a friendly creature
any die roll when making a charisma check with a 13 can use its action to attempt to convince it to take
for one hour. action on their behalf, on a 6 it will take your
directions on its turn.
34-35 The next spell you cast deals max damage and its 84-85 Summon 1d10 earth Mesphits under the DM's
damage type is radiant control.
36-37 Whatever your race, you gain the outward appearance 86-87 You and 1d4-1 friendly creatures in have advantage
of a drow, "Remove Curse" undoes this. on spell saving throws for 1d4 hours.
38-39 You sprout a beard of flowers. Once each day, at the 88-89 Make a DC10 CHA save, on a failiure you are
DM's discretion, make a DC 10 CON save, on a compelled to paint any flowers you encounter red for
failiure you sneeze and the beard explodes off your 1d10 days. If you lack painter's supplies blood will
face in a cloud of petals. suffice.
40-41 For 1d10 rounds you are immune to being charmed 90-91 A pair of paper craft butterfly wings appears on every
and being put to sleep by magical effects. humanoid creature's backs within 30 ft.
42-43 Suddenly, against all probability, you and your target 92-93 An awakened dormouse inside of a teapot appears in
(or a random creature within your spell's area of your hands. The teapot has an AC of 10 and 1 HP.
effect, or the nearest hostile creature if it was cast on While you are holding it, it cannot be targeted or
yourself) are teleported to unoccupied spaces several affected by AOE spells, however you must make a DC
miles directly above your current locations. You and 10 CON save each time you take damage, on a
your target are turned into a sperm whale and a bowl failiure you drop the teapot, shattering it. If the
of petunias respectively. After 42 seconds both teapot breaks or the dormouse removed, it turns into
impact the earth, taking 4d2 points of fall damage, a Dire-dormouse (using the stats of a Direwolf from
reverting. the Monster manual) and becomes hostile to you and
your allies.
44-45 Your spell Backfires and you are knocked prone, 94-95 For the next 1d10 days you are compelled to speak
taking 1d10 force damage. in riddles.
46-47 You are turned into a potted plant. Breaking the pot 96-97 A 5 ft diameter circle of salt appears around you
breaks this enchantment. which fey nor fiend can effect the inside of.
48-49 You are under the effects of the spell "Barkskin" for 98-99 You create a 500 ft wild magic zone centered on
1d10 rounds. yourself which lasts for 24 hrs.
50 Roll on this table once per turn for the next 1d10 100 Instantly regain all sorcery points
rounds, ignoring this result on subsequent rolls

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