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D300 WILD MAGIC

SURGE TABLE
BY THE DUNGEON COACH

Contents
D300 Wild Magic Surge Table 4
How the table works........................................................... 4
Wild Magic Surge Tips 10
Good, Neutral, Bad............................................................ 10
Trigger, Delay and Duration............................................ 10
Triggers.............................................................................. 10
Delays.................................................................................. 10
Durations............................................................................ 10
Wild Magic Sorcerer 11
1st level............................................................................... 11
Wild Magic Surge ............................................................. 11
Tides of Chaos .................................................................. 11
6th level.............................................................................. 11
Bend Magic ........................................................................ 11
14th level............................................................................ 11
Controlled Chaos .............................................................. 11
18th level............................................................................ 11
Sorcery Surges ................................................................... 11

Copyright 2020, The Dungeon Coach, The Dungeon Coach, LLC

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by The Dungeon Coach and published under the Community Content Agreement for Dungeon Masters Guild.
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D300 Wild Magic Surge Table
How the table works
When you roll on this Wild Magic Surge Table you roll both a d100 and a d20 at the same time. The d100 shows you which row
to go to and the d20 shows you if the result is good, neutral or bad. A d20 result of 1-5 is a bad result, 6-15 is a neutral result, and
16-20 is a good result. If any effect tells you that the Wild Magic Surge will always be a certain type (good, neutral, or bad) then
you do not need to roll the d20 and only roll the d100 to see what you get.

D100 1-5 Bad 6-15 Unknown 16-20 Good


1 You shapeshift into a Primal Rage filled You turn into a dragonborn and can only You transform into a Dragon. Choose
Dragon (hostile) attacking the nearest speak draconic and barely understand type/ color/ duration for what is
creature. Once damage is dealt to break common approprite
player free, they are back to normal.
Target makes WIS ST to gain control
over self each turn
2 You Polymorph into a dog A talking spectral dog that only you can A talking ethereal dog companion that
see appears appears and disappears on command
3 You Polymorph into a small size You start to take on properties of a Gain the druid wildshape feature
creature) forest creature / sheep
4 You Turn into a troglodite and gain an You slowly start to turn into a lizard/ frog You have a Dragonborn Breath Weapon
aura of Con ST or poisoned within 20ft, of some kind piece by piece (skin/ nails/ now and start to grow scales (in cool
anyone within the aura takes 1 poison eyes/ limbs) places only)
damage per round
5 You transform into a stone/ marble/ The appearance of your skin changes Gain +2 AC as your skin turns into a
metal statue of yourself, during which into stone/ marble/ metal hardened stone/ marble/ metal
time you are considered petrified.
6 You Polymorph into a Raven You start to grow feathers on arms/ You grow black raven wings out of your
back/ legs/ etc back and gain a fly speed of 40ft
7 Your touch turns all non-living things Every non organic thing you touch, 3d6 x100 silver pieces appear randomly
into rusted copper (reverse midas temporarily turns to gold around you over the next hour
touch)
8 You grow gills and can ONLY breath You grow gills on your neck You gain the ability to breath water
water
9 You are stunned and feel extreme pain Every so often you freeze in place for You Gain the effects of the Time Stop
for 1 round, make a Con ST again next a few seconds… no mechanics to this, Spell but only for 30 seconds
round until save just RP
10 Your skin thins and is now vulnerable to Your skin thickens and gain “Unarmored If a blade hits your SKIN, you have
slashing and piercing damage Defense Feat” If already have this, then resistance to slashing and piercing
increase AC by +1 damage (cannot be wearing Armor)
Transmutation
11 All of your hair falls out For the next hour, you are the opposite You gain the ability to change the color
gender. of your skin/ hair/ and eyes at will
12 You Polymorph into the nearest creature You grow antlers, fur, horns, or some You gain the ability to speak with
or the last creature you have seen. other beastly feature animals permanently, can cast beast
bond at will
13 You shapeshift into a monkey that can You grow a tail Grow a prehensile tail that can function
still function as the player BUT has like another hand that can interact with
reduced intelligence and is “primal” any objects as a free action
14 Swap 2 ability scores that would be bad Swap 2 ability scores that would be Swap 2 ability scores that would be
for the target funny of the target good for the target
15 Every time you attack with a weapon or You gain a cantrip. Either the player or You start to gain access to spells OR if
cast a spell; take 1d4 Force damage the DM has control over its uses... DM’s you can already cast spells; different
choice types than usual
16 Next ally you speak to gains the Bane Next Ally you speak to gains the bless Gain the Bardic Inspiration Feature
effect effect
17 Lose 10 MS and triple in weight density You weigh 1/10 of your normal weight Gain +10 MS and Triple Jump Distance
(cant jump) (feather fall spell)
18 You gain 1 level of exhaustion Understand how to use ALL weapons Surge of Adrenaline, Gain a one use of
and have an urge to use a different one action surge
19 You go Blind You gain the ability of echolocation Gain Blind sight
(hear sounds)
20 Cannot speak, only bubbles come out You must shout when you speak You can now speak telepathically
21 You are surrounded by a faint, offensive You lose the ability to smell / taste You can smell exceptionally well. You
odor. You gain disadvantage on gain blindsight with a radius of 10 feet
all Charisma checks, and maybe even and advantage on all Perception checks
stealth checks related to smell.
22 Gain the effects of slow feel rushes of Haste and Slow back and Gain the effects of Haste
forth (no spell effects, only RP)
23 You LOSE proficiency in the next You feel a strong sense of confidence Your knowledge and skill has ascended!
proficient skill check you make (not and ability to learn, You permanently You are now proficient in everything
casting spells or making attacks) gain proficiency in the next thing you you do
attempt to do. (skill / tool check)
24 All Allies around you make a Wis ST or Allies around you gain the effects of the Allies within 20 feet of you gain +2 to
gain the bane effect bless spell attack and damage rolls on any melee
weapon/ spell attack they make
25 You can only see non living things (all Your eyes turn white with a subtle glow You gain the ability to look through
living things are invisible to you) walls for 1 hour
26 A 30-foot cube hypnotic pattern appears You start to get extremely drowsy and You IMMEDIATELY gain the effects of
with you at the center. All creatures have small narcoleptic flare ups. Basically a long rest and future long rests and
within the pattern must succeed on you fall asleep randomly. (no mechanical short rests require half the amount of
a Wisdom saving throw or fall asleep for punishments, just RP) time as normal
1 minute or until they take damage.
27 Loose 2 (or more) in a Primary Ability Gain a +1 to one ability score and a -1 to Gain +2 (or more) in a Primary Ability
Score but gain 2 from a Secondary another (DM choice) Score but loose 2 from a Secondary
28 You gain the ability to fly, but once you You can levitate up to 10ft high, but no You gain a fly speed of 30
are higher than 30ft above ground (over farther and your move speed is 10
a large fall) you loose the ability to fly
29 You shrink by one size category (You are You grow noticeably taller or shorter You grow to one size category larger
under the spell effect “Reduce”) (DM choice) (the Enlarge Spell effect)
30 You gain over 100lbs and your You must move at full speed any time You MS doubles and you can dash as a
movement speed is halved you move anywhere (always sprinting) Bonus Action
31 Subtract -2 Str Modifier Your muscles swell and grow/ look FAR Add +2 Str Modifier
more defined
32 Subtract -2 Dex Modifier “Clumsy” constantly tripping/ dropping Add +2 Dex Modifier
things
33 Subtract -2 Con Modifier Everything Hurts when it touches you Add +2 Con Modifier
34 Subtract -2 Int Modifier You can no longer read/ write/ do math Add +2 Int Modifier
or even count
35 Subtract -2 Wis Modifier You believe most anything you’re told Add +2 Wis Modifier
36 Subtract -2 Char Modifier You become more attractive and better Add +2 Char Modifier
with your words
Evocation
37 Fireball Spell Explodes centered on self: Any flammable item you touch, that you A large ball of fire (Delayed Blast
20ft radius Dex ST aren’t already wearing or carrying, bursts Fireball) is at your control similar to
into flame. Flame Sphere, You can move it 20st per
round and detonate it on command
38 You stand at the center a circular wall of You catch on Fire, burning each round You can control a fire aura you can
fire with a radius of 15 feet. Any creature for 1d4 damage turn on or off dealing 1d4 fire damage
in any of the spaces covered by this fire within 5ft of you, and are resistant to
must make a Dexterity saving throw or fire damage now
take fire damage
39 All creatures within 30ft of you make A gentle gust of wind blows outward All creatures within 30ft of you make
a Str ST and get pulled towards you from you. All creatures within 40 feet a Str ST and get pulled towards you
OR pushed away from you (whichever of you can feel it, but it otherwise does OR pushed away from you (whichever
would be WORSE) nothing. would be WORSE)
40 A loud boom emanates from you. Any creature you touch takes 2d6 You can cast Call Lightning for Free as
All creatures within 15 feet take 2d8 lightning damage an Action
thunder damage and must make (the DM could have you make a melee
a Constitution saving throw against your spell attack if needed)
spell save DC or be deafened
41 Every time you touch an organic You gain the ability to cast mage hand The next creature you touch/attack/
creature you make a Str ST or YOU fly with just your thoughts cast a spell on flies back 30+ feet
backwards 30ft
42 At your location a Delayed Blast Fireball At the start of your next turn there is a Your can now permanently cast
Starts forming and erupts in 1d4 rounds burst of flames and creatures within 10 burning Hands but must learn to
ft of you take 1d6 fire damage control it (Charisma saving throw to
try and control it
43 You uncontrollably levitate upwards. You start to uncontrollably levitate You can cast levitate on yourself at will,
Lightning shoots out of you to the 3 upwards (this could be bad) but it only lasts 30 seconds
closest targets for 3d10 damage
44 Blinding light flashes from you 60ft You glow with light out 60ft from you Light glows out 60ft from you that you
radius (Con ST or blind) You are now can activate/ deactivate, and you can
vulnerable to Radiant damage cast the Daylight spell at will
45 You are the center of a circle of death All light sources within 60’ radius You gain magical dark vision and can
spell (only 4d6) and a cloud of magical extinguished cast Darkness as an Action
darkness is left behind
46 The Earthquake spell triggers centered Your feet constantly sink into the ground You can control earth and stone within
around you and you can control sections 10ft of you
of earth that are not effected
47 You stand at the center a circular wall You and all creatures within 30 feet of You gain control of a small wall of force
of force with a radius of 15 feet. Any you gain vulnerability to force damage that you can move around as a bonus
creature in any of the spaces covered by Anytime you attack a single magic action 30ft at a time, the Wall is 10ft
this wall must make a Dexterity saving missiles hits a random target tall and 10ft wide (or more)
throw or take force damage.
48 2 Magic Missiles fire at each of your Every so often a magic missile fires off at 3 Magic Missiles fire off at each enemy
party members one of your party members every time within 120ft
____ happens (ex. They get within 20ft
of each other)
49 Everything within 20’ pulled 10’ toward All creatures within 20 feet of you must All hostile creatures make a Str ST or
caster make a Strength saving throw or be fly back 30ft and take massive force
knocked prone. damage
50 (DM selects a target) You make a (DM Selects a target) You are You gain the ability of telekinesis as an
Strength saving throw and fly towards “magnetically” drawn towards this action but only to pull things towards
the target. You do not take damage on a target. Gain 5 MS running towards them you
fail but still get thrown towards target and lose 5 MS moving away from them
Conjuration
51 Oil pours off of you leaving a trail and Puddle of grease 10ft AoE Dex ST or You can cast the grease spell at will
residue everywhere and gives off an Prone now as an action
odor
52 Teleport to alternate plane of existence Teleport for a few seconds to places that You can now Teleport to a place you
could be helpful or hurtful (DM choice) have been (1 use?)
53 You are in the Border Ethereal near For the next minute, you are in the You gain the ability to cast the Blink
the location you were last in. (Or Blink Border Ethereal near the location you spell as a bonus action
Spell) were last in (uncontrollable blink spell)
54 A duplicate of yourself spawns into A duplicate of yourself appears in the You gain control of a duplicate that
existence and instantly starts to run nearest open space which can take you can summon once per day (has 1
away and cause problems for the user actions independently, and goes on the HP) It looks like you and follows your
same Initiative as you. However, any orders
damage it takes as well as any spell slots
it uses applies to you as well.
55 Magic item in your possession becomes Mundane Item on your person gets A Mundane or Magic item gets
mundane (temporarily?) duplicated (might not notice anything duplicated
but swirl of magic fly into their
inventory)
56 You are at the center of a darkness spell You are at the center of a fog spell that You can turn into a Gaseous Form as a
that moves with you moves with you Bonus Action with a fly speed of 30
57 An unseen servant that appears and A small illusory dog spawns and is at the You gain the use of an unseen servant
disappears that is constantly plotting command of the user (can talk but only that comes and goes when called upon
against you and trying to sabotage you like a small child)
58 You keep uncontrollably teleporting Every once and a while you teleport 10ft You can freely cast Misty Step for free
into things/ off of things/ into dangerous into the air and free fall... taking 1d6 as a Bonus Action
things damage
Enchantment
59 Under effect of Dominate Person Feel extreme anger/ hatred/ rage Gain the Barbarian Rage feature
(attacking everything in sight)
60 You are frightened by the nearest You are afraid of a random ally, feel You gain the Frightful Presence Ability
creature until succeeding on a Wis ST scared/ paranoid “aura”
61 You forget everything that happened You suffer the effects if Modify Memory You gain the effects of the Mind Blank
within the last 24 hours (DM adds, takes away, or changes a spell
memory
62 You have a FULL case of amnesia and You forget who one of your party You gain the ability to control the
forget everything (except your class members are temporarily memory of others with a Wis ST as an
mechanics) Action (modify memory)
63 A demon equal to your level appears An imp appears and makes a Charisma A Succubus/ Incubus appears from the
near you. It makes a Charisma saving throw. If it fails, the imp is Outer Planes and you can make a pact
saving throw. If it fails, the demon is subservient, otherwise, it is hostile with it to do your bidding, the better
subservient, otherwise, it is hostile the deal, the more they will do
64 You are now under the effects of the You get confused very easily now and You can look creatures in the eye and
confusion spell have to be told everything 2-3 times cast confusion. You must be within 15ft
before it makes sense (RP effects only) and in front/ looking at you
65 (Don’t tell PC how this works) Every You can now only say EITHER very (Don’t tell PC how this works) Every
creature within 60 feet of you that hears hurtful things, or very kind things (Super time you speak to anyone they receive
you speak only hears insults as if you are MEAN / Super NICE) the bless/ guidance buff and can add
casting vicious mockery at first level. 1d4 to the next thing they do
66 You must now speak in an accent/ pig Everything you say now must rhyme. If it If spoken in a rhyme or sang you have
latin/ rhyme/ sing (DM choose one) or doesn’t, you take 1d6 psychic damage. ADV on the next thing you do that the
take 4d6 psychic damage rhyme/ song was about
67 You can only speak the phrases of others Every so often you MUST repeat phrases As an action you can suggest an action
around you (like a kenku) if you need of others around you (like a parrot) for a creature to do over and over
to cast a spell with verbal, someone else again (like command spell, but on
around you must speak it first, so you repeat) They make a Wis ST
can too after
68 You HAVE to lie : You can NOT tell the You feel compelled to insult everyone Every time you compliment someone…
truth you come in contact with. Not doing this they heal for 1d4
makes you suffer 2d4 psychic damage
Divination
69 Gain the influence of an evil patron Gain the influence of a neutral patron Gain the influence of a good patron
70 Take 1d8 damage if you do anything Your touch automatically casts light on Can Imbue items with 1d8 radiant
“evil” or lie creatures energy that heals or harms
71 You completely believe everything you You can detect the thoughts of 1 You can immediately tell when anyone
hear creature you can see within 30 feet of is lying
you for 1 minute.
72 You can now only see through the ally A third eye appears in your forehead, A third eye appears on your forehead
who is nearest to you giving you advantage on sight- giving you the ability to scry from a
based Wisdom (Perception) location you can see
73 You temporarily forget how to speak You can understand all languages You permanently learn one relevant
Common temporarily language
74 You go back in time (DM choses a length You get a vision from the past or future You go forwards in time (DM choses
of time) . You disappear from the rest of (DM story discretion) a length of time). You disappear from
the party for between 6 seconds - 1 min, the rest of the party for between 6
then reappear in the same spot… careful seconds - 1 min, then reappear in the
what you do same spot… what will you learn?
75 You get a glimpse of the future and You get a glimpse of the past and You teleport back in time to a place of
see into the future of what is currently see into the past towards something great importance to you… careful what
happening important you do
76 Item on your person becomes cursed You start to hear voices from one of One randomly chosen item in your
with a sentient demon the items on your person… and think its inventory becomes sentient
sentient (DM secret… it’s not)
77 Player unknowingly has a WISH spell… Surge of energy flows through your body Player unknowingly has control over a
but a BAD kind… that ONLY manifests and makes your eyes have a subtle glow WISH spell. The next thing they want
itself as a players worst fear/ something to them. “Magical Possibilities” (DM to happen, does. (DM Note: DO NOT
that would be BAD if it happened. Can have something special happen based on TELL THEM, just describe a SUGE and
happen instantly or “when the time is the players wants and desires instantly that’s all… wait for them to naturally
right” or in the future, then eye glow stops) say something in character)
78 You are blind during the day You gain darkvision or an improved You can now see invisible creatures
darkvision
79 If you tell the truth you take heavy Every time you lie your eyes glow a You can cast the Zone of Truth spell
psychic damage golden yellow at will
80 You get a vision of yourself buying You have a vision of an important story You have a vision of what the BBEG is
(made up by DM) make a Wis ST or be element key info doing right now
under the frightened condition
81 You have an invisible mage hand that You gain the service of an unseen servant You gain the service of a 2nd-
does nothing but steal/ pull pranks on level spiritual weapon (can talk or not)
those around you (making your look
guilty for it)
82 You have a momentary vision of your You get a strong sense that you can tell If you touch a creature you can get a
own death. You are under the frightened the future… but you cant (DM can either vision of how they might die
condition until you succeed at a WIS lie to player and give false over the top
saving throw visions, or let them RP it)
83 You can now ONLY see invisible You gain control of an arcane eye You now have True Sight
creatures (floating ball of magic) but you can
ONLY see thought it, and your eyes are
blind
Necromancy
84 You draw in health from allies around Every creature within 15 feet of you You gain the ability to trigger the use of
you. Targets of this effect make a Con ST takes 2 necrotic damage. If you are other allies hit dice onto other targets
or you drain 2 hit die (or deal Necrotic wounded (below 1/2 health) you (siphon life from one target to another
damage) from each within 60ft… You like regain hit points equal to half the amount within 30ft)
this feeling and want more… of damage dealt
85 Roll a hit dice and LOSE that much total You are cured / have the ability to cure Roll your hit die and gain that much
HP maximum one disease/ poison OR gain one disease/ max HP
poison. (DM Choice)
86 You bubble in one death saving throw Make a Death Saving throw, permanently You bubble in one death saving throw
Fail permanently bubble in the result Success permanently
87 All food you touch becomes poisoned All food and drink within 30 feet of you You can permanently detect poison
(find creative solution to eat food) is purified and disease
88 Next target you kill comes back from the Next target dies in next minute, its ghost Next creature that falls unconscious
dead with a life long vengeance to hunt haunts caster (or dies) you can bring back with just a
you down and kill you touch and heal up to your own level in
hit points as well
89 You immediately drop to 0 hit points. You must touch an ally every 1 minute You Immediately heal to full health
or fall unconscious. An ally touching you and gain the lay on hands feature with
brings you back to consciousness at 1 HP (level appropriate charges)
90 (DM chooses target) You are voodoo (DM chooses target) You now must Your soul is bound to (DM choose
bound to this target, anything that act like and be like that person, doing target) you can now cast spells though
happens to them (damage and effects) everything they do them and use each others hit die
happens to you too
91 During stressful situations (DM You constantly heal for 1 HP every 6 Energy surges out of you, healing all
discretion) you take 1d6 necrotic seconds allies within 30ft
damage every round, slowly dying
Abjuration
92 You are a magnet of all projectiles, You immediately gain 20 temporary hit All your allies within 30 feet of you gain
any projectile within 20ft of you gets points shield Temp HP (5-20 )
redirected to you as the new target
93 You are at the center of a 10-foot Magic cast around you starts to fade and You can now negate magic effects
radius anti magic field that negates all act strange/ malfunction/ wear off faster around you (gain the ability to cast
magic up to ___ level (DM choose) Counter Spell and Dispel magic for free
within 30ft of you)
94 At the most random and inopportune You are now trapped inside a magical You can now freely cast Shield as a
times, magic surges from you and you dome of a material or force. How can Reaction
create force fields around things (could you get out? (DM puzzle)
be yourself/ creatures/ objects)
Illusion
95 Flock of small magical creatures You gain the ability to speak with animals You gain the service of a phantasmal
surround and harass you in various ways steed/ animal companion
(birds/ squirrels)
96 Become a beacon of light with beams of Become the source of “daylight” Turn Invisible
light shooting out of of your body in all
directions all the way into the skies
97 Plants grow around you and you Illusory butterflies and flower petals You cast mirror image on yourself and
are restrained by them flutter in the air around you in a 10-foot it does not require concentration.
radius for 1 minute.
98 You can only speak ____ (DM language The next thing you touch creates an You can throw your voice to have it
choice) illusion of your mouth on it that you can magically come from anywhere you can
only speak from now (your own mouth see. AND you can have creatures make
creates no sounds, you ONLY speak from a Wis ST to be able to force them to
this thing now) say what you want
99 You have an aura of 10ft Silence spell You make no sounds of any kind: You can go invisible at will as a bonus
around you, and nobody within can cast footsteps or verbal action
spells with verbal component
100 Nothing happens... yet. The DM secretly Nothing happens... yet. The DM secretly Nothing happens... yet. The DM
rolls on this table again but only rolls the rolls on this table again and chooses secretly rolls on this table again but
d100 and takes a BAD result. The DM when to trigger the effect they rolled only rolls the d100 and takes a GOOD
then triggers this effect at a very bad (good/ bad/ funny timing) result. The DM then triggers this effect
time for the target at a very good time for the target
Wild Magic Surge Tips
Good, Neutral, Bad Triggers
What causes a wild magic surge
My favorite thing about this table is that there is a spectrum of
Good/ Neutral/ Bad to it. With wild magic surge tables being 1. Rolling Nat 1’s / Nat 20’s
100% randomly organized… it limits its overall usefulness. 2. Enemies or Allies rolling Nat 1’s / Nat 20’s
You can still use this d300 table randomly if you want, in 3. Combat Starts
fact MOST of the time that is how I use it… BUT having 3 4. You/ Ally/ Enemy falls unconscious or dies
different categories accomplishes 2 things. 5. Take a certain type of damage
6. Something VERY specific
1. When the players look at the dice on the table, they will be
looking at the d20 and know O NO when its a low number
and OOOO YES when its a high number Delays
2. It lets you create items/ effects that have a GOOD or When the Wild Magic Surge occurs
BAD result baked into it so there is SOME control over the
1. No delay, it happens as SOON as the trigger happens (this
positive or negative impact of these things. Like creating
is how most of the items work)
effects/ boons/ items with BUFFS of only Good effects or
2. Next skill check/ saving throw/ attack roll they make
cursed items/ effects/ or even monsters that have Bad effects. 
3. 1 min/ 1 hour/ 1 day after the trigger happens
4. If its in combat it can have a 1 round delay all the way
Trigger, Delay and Duration through when combat ends
5. At the DM’s discretion when “the time is right” (my
On ALL of these Wild Magic Surges I do not usually have a personal favorite)
specific time duration on how long each of these lasts. I also
do not usually put exact DC’s on saving throws or even exact
damage dealt. There are tables for DM’s to deal appropriate Durations
damage for challenge level if you need that (its on the back of How long the Wild Magic Surge effect lasts
most DM screens) BUT I want these things to be customizable
1. Rolls each round for when the effect ends (Usually Wisdom
to what makes sense/ what level you are encountering these
or Constitution saves)
wild magic surges at. I want this table to be useful for a level
2. 1d6 rounds later the effect ends
3 one shot… AND for a FULL Campaign where you can use
3. 1 minute / 1 hour / 1 day
it from level 1-20 and never have to worry about it falling off.
4. Permanent until removed by side quest/ spell of some kind
You can choose how powerful these effects are. 
5. On DM discretion (my personal favorite)
Triggers are for what causes these surges to happen (as
explained in the items below as well. But you can easily add in
wild magic into your game / travel / city / group. 
Delays are if the wild surge happens the moment the trigger
happens… or if there is a delay and the surge happens later on.
These are fun for making it harder on the players to figure out
what exactly is causing this to happen
Duration is probably the most important because I want it
to be up to the DM how long this thing lasts. What makes
the most sense for the story? They just have this cool effect
on them and LOVE it… maybe its a permanent thing. Or
maybe there is a really bad effect that they HATE and would
be awful to have… well have it drop off right after combat is
over or they wake up the next morning totally fine. YOU as
the DM know what would tell the best story and be the most
memorable. Maybe have that negative effect be “permanent”
and the place they are going to now has a mystical healer in
town that can cure them of this effect… for a price (side quest/
story hook / etc)
Wild Magic Sorcerer
1st level 6th level

Wild Magic Surge Bend Magic


Once per turn, when you cast a spell of 1st level or higher, you For the next minute after you make a surge check, anytime
must make a “Surge Check” and roll your “Surge Die”. Your magic is used within 120 feet of you (spells, magic items,
Surge Die starts off as a d12 and becomes more unstable over anything the DM considers “magic”) a Wild Magic Surge
time. If you roll a 1 on the Surge Die then a wild magic surge is is triggered. Any surges you trigger during this time are
triggered and you roll on the Wild Magic Surge Table. considered good, or work in your favor. As soon as a wild
Additionally, when you tap into your meta magic, you surge occurs you snap out of it and the Bending Magic is over.
increase the chance of a wild surge happening. For every
sorcery point you use, increase the number needed to trigger 14th level
a wild magic surge by 1. So, if you cast a spell and use 1 sorcery
point, rolling a 2 or lower on your Surge Die, when you make
your “Surge Check”, will trigger a Wild Magic Surge. Controlled Chaos
Upon rolling a 1, your Surge Die becomes more unstable You start to gain some control over the Wild Magic within
and becomes a d10, when you trigger another wild magic you. Whenever you trigger a wild magic surge, the d20 you
surge it erodes again to a d8, d6, then finally a d4. When you roll for Bad, Neutral, Good can only be “Bad” on a result of
take a long rest your Surge dice recovers by 1 stage (would go a 1. If you roll 2, 3, 4 or 5 it is now considered to be Neutral.
from a d6 to a d8) Additionally, anytime you cast a spell you can spend a
Sorcery Point to prevent you from rolling a “Surge Check”.
Tides of Chaos
You manipulate the wild energies of chance and chaos to gain 18th level
advantage on one attack roll, ability check, or saving throw.
Once you use this you must finish a long rest before you can
use this feature again. Sorcery Surges
Additionally, you instantly regain the use of this once you Whenever you cast a spell that triggers a wild magic surge
make a “Surge Check” you are able to spend additional sorcery points for free. You
can spend up to 3 sorcery points on the spell you cast or on
the wild magic surge effect (if it’s possible/ the DM allows it)

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