Unfluent Thu'um : Wild Magic Surge Table Variant (5e Variant Rule)

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Revised Wild Magic Surge Table[edit]

Introduction[edit]

I wanted to create a sort of scene that'd make the Skyrim's power of Voice, Thu'um unpredictable. Therefore, I made this wild magic variant and borrowed somewhat from the one who made the Revised Wild Magic Variant table. You all should look at his, and yeah, be awesome!

Using the New Table[edit]

The rules are unchanged. When a sorcerer casts a spell, after the spell is cast, roll d20. If the result is 1, roll on the Wild Magic Surge table. Other events or actions may also result in rolling on the table. However, instead of rolling d100 and going straight in, you must first roll d20 to determine which of the 4 columns you’re going to use. 1-5 (25%) is the first column (extreme), 6-10 (25%) is the middle column (moderate), 11-15 (25%) is the third column (nuisance), and 16-20 (25%) is the fourth collum (helpful).

Optional Rule: Instead of a flat 5% chance of Wild Magic Surges occurring when spells are cast, it was suggested that you roll d20 and subtract the level of the spell. If the result is 1 or less, a Wild Magic Surge occurs. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level.

A close review of the possible results will reveal the most of the effects in the original PHB table appear in this table as well. However, most of the results are new and this table has undergone moderate playtesting in my groups.

A Thu'um's Spell Save DC is equal to 9 + CHA MOD + Proficiency Bonus


Revised Wild Magic Surge Table
d20/d100 1-5/Extreme 6-10/Moderate 11-15/Nuisance 16-20 Helpful
1 A fireball explodes with you at the center. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. A puddle of grease appears where you are standing, with a 10-foot radius. You and anyone within 10 feet of you must make a Dexterity check at your spell save DC or fall prone. Your voice bellows out "ANIMAL ALLEGIANCE" all wild creatures with intelligences 5 or less within 120 feet of you that fail a to be pacified and fight for you for 10 minutes.
2 You recover all your expended spell slots. You are confused for one minute, as though you were affected by the confusion spell. You levitate 6 inches off the ground for one minute. Your voice bellows out "Aura Whisper". This spell does not compromise stealth or emit any sound, upon using all creatures emit a sort of shade of color to you and any invisible status effects are dispelled. Humanoids, Giants, and Beasts glow red. Oozes, Monstrosities, Elementals and Plants glow green. Undead, Fiends and Aberrations glow purple. Celestials, Fey and Dragons glow a random shade of color. Constructs glow silver.
3 You lose the ability to hear for one day. Your Strength is increased by 2 for one day. You gain tremorsense with a range of 30 feet for one minute. Your voice bellows out "Battle Fury". This spell makes all allies within 30 feet of you gain an extra attack on their turn for the next 1d6 turns.
4 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of damage dealt. A third eye appears in your forehead, giving you advantage on sight-based Wisdom (Perception) checks for one minute. You make no sounds for one minute and you gain advantage on any Dexterity (Stealth) checks. Your voice bellows out "Ethereal Form". This spell sends you and any creature you are touching to the borders of the Ethereal Planes. You cast etherealness and its duration is set for 1 hour.
5 You teleport to an alternate plane, then return to the location where you started after one minute. The next spell you cast within the next minute that does damage, the damage is maximized. You grow a beard made of feathers, which remains until you sneeze.
6 You transform into a large empty barrel for one minute, during which time you considered petrified. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. You can't speak for one minute. When you try, pink bubbles float out of your mouth.
7 You are at the center of a darkness spell for one minute. You become intoxicated for 2d6 hours. You are immune to intoxication for the next 5d6 days.
8 You are frightened by the nearest creature until the end of your next turn. Your Intelligence is decreased by 2 for one day. You recover your lowest-level expended spell slot.
9 You are resistant to all damage types for one minute. Your Wisdom is increased by 2 for one day. For the next minute, you must shout when you speak.
10 A random creature within 60 feet of you is poisoned for 1d4 hours. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Illusionary butterflies and flower petals flutter in the air around you in a 10-foot radius for one minute.
11 Make a Wisdom saving throw against your own spell save DC. If you fail, you are polymorphed into giant dragonfly for one minute. Plants grow around you and you are restrained for one minute. You cast mirror image on yourself, which lasts for one minute and does not require concentration.
12 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. A random creature within 30 feet of you gains a flying speed equal to its walking speed for one minute. You are surrounded by faint, ethereal music for one minute.
13 You immediately gain 20 temporary hit points. You may immediately take one additional action. You regain all expended sorcery points.
14 You teleport up to 60 feet to an unoccupied space that you can see. If you fall within the next day, you automatically have the benefit of the feather fall spell. Your hair grows to double its current length over the next minute.
15 You are the center of a silence spell for one minute. You recover one expended spell slot of your choice. Your hair falls out but grows back within one day.
16 You are vulnerable to fiends for one hour. Such creatures gain advantage on attack rolls made against you. The next spell you cast within one minute that does damage, the damage is minimized. You gain the ability to speak one language of your choice for one hour.
17 For the next day, any time you make an ability check, roll 1d6 and subtract the result. You have a spectral shield for one minute, giving you +2 AC and immunity to magic missile. You are invisible for one minute.
18 For any spell that requires a saving roll you cast within the next minute, the target gains advantage. You and all creatures within 30 feet of you gain vulnerability to piercing damage for one minute. Your eyes permanently change color. If they are a blue or grey shade, they turn dark brown, or vice versa.
19 The next single target spell you cast within the next minute must target one additional target. For one minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Small birds flutter and chirp in your vicinity for one minute, during which time you automatically fail any Dexterity (Stealth) check.
20 A demon whose CR is equal to your level appears near you. Make a Charisma saving throw against your spell save DC. If you make it, the demon is subservient, otherwise, it is hostile. The demon, if not banished or defeated, vanishes after one day. You are protected from elementals for one hour. Creatures cannot attack you or harm you unless they succeed one a Charisma saving throw against your spell save DC. You feel the incredible urge to relieve yourself. Until you do, your Strength and Intelligence are reduced by 1. If you don't relieve yourself in the next two minutes, the above effects are removed, but your Charisma score is reduced by 4 for one hour or until you change your trousers.
21 Every creature that hears you speak, and is within 60 feet of you, in the next minute only hears insults as if you are casting vicious mockery at first level. For the next minute, one creature of your choice gets a -2 penalty to its AC and attack and damage rolls. Gnats buzz around your head for one minute, distracting you. You must make a Constitution saving throw against your own spell save DC to cast any spell.
22 For the next day, you have advantage on the next 2d6 rolls you make where you don't already have advantage. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for one minute. You are surrounded by a faint, offensive odor for one minute. You get disadvantage on all Charisma checks.
23 You are protected from aberrations for one day. Creatures cannot attack you or harm you unless they save a Charisma saving throw against your spell save DC. You emanate light in a 30-foot radius for one minute. Any creature within 5 feet of you that can see is blinded until the end of its next. For the next minute, all spells with a casting time of one action or one bonus action require two consecutive actions to cast.
24 For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing black, but disadvantage if they are wearing white. If they are wearing both, this doesn't apply. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for one minute. If you don't scratch it using a back scratcher or whatever, you must succeed a Constitution saving throw against your spell save DC, to cast a spell.
25 A loud boom emanates from you. All creatures within 15 feet take 2d8 thunder damage and must make a Constitution saving throw against your spell save DC or be deafened for 1 minute. You are protected from plants for one hour. Creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC. You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for one minute.
26 All creatures within 60 feet of you regain 2d8 hit points. Your Intelligence is increased by 2 for one day. Your Charisma is increased by 2 for one minute.
27 You transform into a marble statue of yourself for 1 minute, during which time you are considered petrified. Within the next hour, you have advantage on the next roll you make where you don't already have advantage. Over the next minute, all plants within 20 feet of you grow as if affected by the plant growth spell when cast as an action.
28 You are immune to disease for one week. You gain a +2 bonus to your AC for one minute. Your eyes glow red for one minute.
29 You immediately drop to 0 hit points. For the next minute, you are in ghost form. Your Constitution is increased by 2 for one minute.
30 Make a Wisdom saving throw against your own spell save DC. If you fail, you are polymorphed into a parrot for one minute. For the next minute, you gain resistance to thunder and force damage. You add your proficiency bonus to all Charisma checks for the next hour, if you don't already add it.
31 You are protected from beasts for one day. Creatures cannot attack you or harm you unless they save a Charisma saving throw against your spell save DC. An imp appears within 30 feet of you. Make a Charisma saving throw against your spell save DC. If you succeed it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after one day. Your spell components seem to have been rearranged. During the next hour, you must make an Intelligence check at your spell save DC to cast any spell that requires a material component.
32 You transform into a stuffed animal resembling you for one minute, during which time you are considered petrified. For the next minute, you gain resistance to fire and cold damage. For the next minute, you have advantage on the next roll you make where you don't already have advantage.
33 You stand at the center a circular wall of fire with a radius of 15 feet. Any creature in any of the spaces covered by this fire must make a Dexterity saving throw against your spell DC or take 5d8 fire damage. The wall of fire remains for one minute. For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing red, but disadvantage if they are wearing green. If they are wearing both, this doesn't apply. Every creature within 15 feet of you takes 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points.
34 Choose one permanent or triggered effect which hasn’t happened that you’ve received from this chart and remove it, even if it was beneficial. Gain the service of an Arcane Eye for one minute, but does not require concentration. A magic mouth appears on a nearby wall or flat surface. When you speak, your voice comes from the magic mouth. This lasts for one minute.
35 You are vulnerable to Beasts for one hour. Such creatures gain advantage when attacking you. You lose the ability to smell for one day. You can hear exceptionally well for one minute, gaining advantage for all perception checks related to sound.
36 You permanently lose the ability to smell. This sense can be restored with a Cure Disease or Remove Curse. You get -2 AC for one minute. You lose the ability to smell for one hour.
37 You are vulnerable to Celestials for one hour. Such creatures gain advantage when attacking you. You and all creatures within 30’ of you gain vulnerability to necrotic damage for one minute. For the next day, each time you say a word with the s sound, it sounds like a hissing snake.
38 Make a Wisdom save at your own DC. If you fail, you are polymorphed into a small cat for one minute. You become invisible and silent for one minute. A gentle gust of wind blows outward from you. All within 40’ can feel it, but it otherwise does nothing.
39 You are vulnerable to Plants for one hour. Such creatures gain advantage when attacking you. Your Dexterity is increased by 2 for one day Your Dexterity is increased by 2 for one minute.
40 Gain the service of an Arcane Eye for one hour, but does not require concentration. You can detect the thoughts of one creature you can see within 30’ of you for one minute. Immediately take 1d10 radiant damage.
41 You are protected from Celestials for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. For the next minute, all melee attacks you make with a non-magical weapon gain +1 to hit and +1 damage, and are considered magical. One randomly chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone.
42 All your allies within 20’ of you gain +2 AC for one minute. Your Strength is decreased by 2 for one hour. Your Wisdom is increased by 2 for one minute.
43 3d6 random gems appear near you, worth 50gp each. You gain Freedom of Movement for one day. You immediately gain 10 temporary hit points.
44 All allies within 20’ of you gain +2 Attack and +2 damage for any melee attack for 1 minute. Your Dexterity is decreased by 2 for one hour. 3d6 silver pieces appear near you.
45 For 2d6 days, you glow bright yellow. This gives anyone trying to perceive you advantage You are affected by a faerie fire spell that lasts for 1 minute (you don’t get a save.) Heal 5 HP per turn for ten turns.
46 You stand at the center a circular Wall of Force with a radius of 15’. Any creature in any of the spaces covered by this wall must make a DEX Save at your spell DC or take 5d8 Force damage. The wall remains for one minute. You are protected from Beasts for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. An imp appears near you. Make a CHR saving roll at your spell DC. If you make it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after one hour.
47 All creatures within 20’ of you are knocked prone. 3d6 gold pieces appear near you. Your speed is increased by 10’ for one minute.
48 You are vulnerable to Aberrations for one hour. Such creatures gain advantage when attacking you. For 2d6 hours, you have a faint pink glow. This gives anyone trying to perceive you advantage. You gain proficiency for STR checks for the next hour, if you don’t already have it.
49 For the next day, you are in ghost form. You gain the ability to breath water for one day. Your Intelligence is increased by 2 for one minute.
50 All allies within 20’ of you gain +2 Attack and +2 damage for any ranged attack for one minute. You and all creatures within 30’ of you gain vulnerability to slashing damage for one minute. One randomly chosen non-magical item in your possession that weighs 1 pound or less is duplicated.
51 You are at the center of a 10’ radius anti-magic field that negates all magic equal to or less than your level for one hour, but does not require concentration. Around you, in a 30’ radius, light and dark quickly alternates creating a strobe effect. Sight-based creatures get -1 on attacks and perception checks. Stealth checks get +1. This lasts for one minute. Mushrooms sprout around you in a 5’ diameter and vanish after one minute. If one is harvested and eaten within this time, the creature must make a Con DC at your spell level. On fail, it takes 5d6 poison damage. On success, it gains 5d6 temporary HP.
52 Make a Wisdom save at your own DC. If you fail, you are polymorphed into a small dog for one minute. All creatures within 20’ of you must make a STR save at your spell DC or be knocked prone. You can smell exceptionally well for one minute, gaining advantage for all perception checks related to odor and blindsight 10’.
53 You are protected from Elementals for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. You are protected from Undead for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. Your feet sink into the ground making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast.
54 All your hair falls out and will only regrow after a remove curse is cast on you. For the next minute, you can pass through any solid, non-magical wall that is 6” thick or less. One random gem worth 100gp appears near you.
55 You gain the ability to speak one new language of your choice. However, you lose the ability to speak one language you already know. You are protected from Fiends for one hour. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. For the next minute, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and perception.
56 A 30’ cube hypnotic pattern appears with you at the center, affecting all creatures within it, including you. You permanently gain one first level spell slot but lose one cantrip. You are surrounded by a faint, pleasant odor for one minute. You get Advantage on all CHR checks.
57 You permanently lose one cantrip. You immediately gain 15 temporary hit points. You lose proficiency on all skill rolls for one minute.
58 You immediately take 2d10 psychic damage. All gold you are carrying is now silver. You gain Freedom of Movement for one minute.
59 You are vulnerable to Undead for one hour. Such creatures gain advantage when attacking you. For the next minute, you gain resistance to necrotic and radiant damage. You gain dark-vision 60’ for one minute. If you already have dark-vision, you lose it for one minute.
60 You transform into an iron statue of yourself for one minute, during which time you are considered petrified. You are the center of a Fog spell which lasts for one minute. Approximately 100 gallons of water appears over your head and those within 10’ of you, make all of you soaking wet.
61 You gain one spell slot of your highest level for one week. Your Charisma is increased by 2 for one day. You gain +1 AC for one minute.
62 If you die within the next minute, you come back to life as if by the reincarnate spell. You and all creatures within 30’ of you gain vulnerability to lightning damage for one minute. You get a charley horse in both legs, reducing your speed by 10’ for one hour.
63 You permanently gain one spell slot at one level below your highest, but lose one first level spell slot. You and all creatures within 30’ of you gain vulnerability to force damage for one minute. The next spell you cast within the hour uses a spell slot one level lower than what it normally requires.
64 All creatures that can perceive you must make a CHR save at your Spell DC or be frightened of you. For the next minute, any creature you touch (succeed with an attack roll) takes 2d6 lightning damage. For the next hour, you are unable to read as the letters all appeared jumbled.
65 You are vulnerable to Elementals for one hour. Such creatures gain advantage when attacking you. You gain blind-sight 60’ for one minute. For the next day, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage.
66 You are protected from Fey for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. You are surrounded by a horrible, noxious odor for one minute. Anyone within 10’ of you must make a CON SR or be Stunned. During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new roll’s result.
67 You gain the service of Mordenkainin’s Sword until your next short or long rest. Your Charisma is decreased by 2 for one hour. You grow 1d6 inches in height. You gradually return to your original height over the course of one day.
68 You permanently gain one cantrip. You gain the service of a phantom steed for one day. You immediately take 2d4 psychic damage.
69 All allies within 20’ of you get -2 Attack and -2 damage for any melee attack for one minute. You and all creatures within 30’ of you gain vulnerability to acid damage for one minute. For the next hour, any time you make an ability check, roll 1d4 and subtract the result.
70 All allies within 20’ of you heal up to 3d8 HP. Your Wisdom is decreased by 2 for one hour. You gain the ability to speak with animals for one hour.
71 You lose the ability to see for one day. Your speed is increased by 10’ for one day. You get -1 AC for one minute.
72 You gain the service of a phantom steed for one week. You gain the ability to walk on water for one day. You gain the use of an Unseen Servant for one hour.
73 Make a CON save at your spell DC. If you fail, you are stunned for one minute. You and all creatures within 30’ of you gain vulnerability to psychic damage for one minute. The next spell you cast within the hour uses a spell slot one level higher than what it normally requires.
74 You transform into a stone statue of yourself for one minute, during which time you are considered petrified. One creature of your choice gets +2 Attack, +2 Damage and +2 AC for one minute. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a WIS penalty of 1.
75 All creatures within 20’ of you, including you, must make a DEX save at your spell DC or be affected by a Faerie Fire spell. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. You have a ringing in your ears for one minute. During this time, casting a spell that requires a verbal component requires a CON check at your spell DC.
76 Permanently increase one stat of your choice by 1 point. Permanently decrease a different stat of your choice by 1 point. All food and drink within 30’ of you becomes putrid, spoiled, or rotten. Consuming this food causes 2d6 poison damage. You lose 1d6x5 pounds. You gradually return to your original weight over the course of one day.
77 You gain proficiency in one tool or weapon type you don’t already have it in for one day. All silver you are carrying is now copper. Your clothes become dirty and filthy. Until you can change and/or clean your clothes, your CHR is reduced by 1.
78 Make a Wisdom save at your own DC. If you fail, you are polymorphed into a giant spider for one minute. You and all creatures within 30’ of you gain vulnerability to fire damage for one minute. You gain proficiency for WIS checks for the next hour, if you don’t already have it.
79 Gain the Sympathy effects of the Antipathy/Sympathy spell for 3d6 days. You lose proficiency in all skill rolls for 1d4 hours. You shrink 1d6 inches in height. You gradually return to your original height over the course of one day.
80 You are protected from Fiends for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. You are protected from Fey for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter.
81 All allies within 20’ of you get -2 Attack and -2 damage for any ranged attack for one minute. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. For 1 minute, one creature of your choice within 30’ of you gets -1 Attack, -1 Damage and -1 AC.
82 For one minute, any spell with a casting time of one Action can be cast as a Bonus action. For the next minute, you gain resistance to poison and psychic damage. For the next hour, any time you make an ability check, roll 1d4 and add the result.
83 Make a Wisdom save at your own DC. If you fail, you are polymorphed into giant rabbit for one minute. You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result. If you cast a directed spell in the next minute, the target gets Disadvantage on its saving roll.
84 The next time you cast this spell, do not roll on this chart. You immediately take 2d6 psychic damage. Your Strength is increased by 2 for one minute.
85 For the next day, you gain proficiency in all skills that you do not already have proficiency. You gain proficiency in one skill of your choice that you don’t already have it in for one hour. One creature of your choice gets +1 Attack, +1 Damage and +1 AC for one minute.
86 The next time you cast this spell, roll twice on this chart. Your Constitution is increased by 2 for one day. Immediately heal 2d10 HP.
87 You are vulnerable to Fey for one hour. Such creatures gain advantage when attacking you. You and all creatures within 30’ of you gain vulnerability to thunder damage for one minute. You gain proficiency for INT checks for the next hour, if you don’t already have it.
88 You transform into an empty wooden chest for one minute, during which time you are considered petrified. You and all creatures within 30’ of you gain vulnerability to cold damage for one minute. The power of your magic is strong! For the next hour, any spell you cast does not require a verbal component.
89 Gain the Antipathy effects of the Antipathy/Sympathy spell for 3d6 days. You gain the ability to speak one language of your choice for one day. You gain 1d6x10 pounds. You gradually return to your original weight over the course of one day.
90 All (non-Fey) creatures within 30’ of you must make a WIS save. Those that fail fall asleep for 1d6 minutes. You and all creatures within 30’ of you gain vulnerability to radiant damage for one minute. You gain proficiency for DEX checks for the next hour, if you don’t already have it.
91 You are protected from Plants for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. You are protected from Celestials for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your DEX is reduced by 1 and your Speed is reduced by 5’, even if you’re not wearing shoes.
92 You transform into a medium-sized potted plant for one minute, during which time you are considered petrified. For the next minute, you are unable to cast any spell that causes damage of any type. You gain the effects of the blur spell for one minute, which does not require concentration to maintain.
93 The next time you fall below 0 HP within the next month, you automatically fail your first Death Save roll. You gain spider climb for one minute, but does not require concentration. For the next hour, you appear to others to be the opposite gender.
94 You gain two spell slots at your second highest level for one week. You immediately lose all unspent sorcery points and may not regain them until you take a long rest. You gain the use of a first level spiritual weapon for one minute.
95 For the next day, any time you make an ability check, roll 1d6 and add the result. You and all creatures within 30’ of you gain vulnerability to poison damage for one minute. The power of your magic is strong! For the next hour, any spell you cast does not require a sematic component.
96 Make a Wisdom save at your own DC. If you fail, you are polymorphed into a sheep for one minute. You gain the ability to speak with animals for one day. You gain proficiency for CON checks for the next hour, if you don’t already have it.
97 All allies within 30’ of you get -2 AC for one minute. All food and drink within 30’ of you is purified. Everything within 40’ is enshrouded by shadows.
98 You are protected from Undead for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. You are protected from Aberrations for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. Your fingers are sore for one hour. During this time, you must succeed a DEX check at your Spell DC to cast a spell with a sematic component.
99 You jump forward in time exactly one minute. From the perspective of everyone else, you don’t exist. All your clothing and equipment teleports to the nearest open space at least 15’ from you that you can see. You feel extremely nauseated. Make a CON check at your spell DC. If you fail, you must spend your next action throwing up.
100 All spells you cast within the next minute automatically fail. Your Constitution is decreased by 2 for one hour. You immediately lose one unspent sorcery point.


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