Wild Magic Table 5e

Wild Magic Table: Your innate magic comes from the Wild Forces of chaos that underlie the order of creation.

You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm.

Perhaps you were blessed by a powrful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason.

However it came to be, this chaotic magic churns within you, waiting for any outlet.

Source: Player’s Handbook

Wild Magic Surge

Starting when you choose this origin at 1st level, your Spellcasting can unleash surges of untamed magic.

Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Choas

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic.

When another creature you can see make an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll.

You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your Wild Magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damge for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wild Magic Surge

Dimnip Vengefall
Mystwaen Wickedbrand
Lyesnyl Stoutbuster
Brilnora Orehammer
Jennnan Forebasher
Gwinnura Vicestriker
Myrdelle Skullflow
Maertin Orerest
Reddelle Knifefeast
Solryl Broadfist
Gwindora Goblinhand
Lesmura Warrest
Jinryn Boldaxe
Runra Redforge
Tysvan Gianthorn
Bretdish Bonesorrow
Edbelle Steelhead
Ketwin Earthchains
Brenryl Silentstand
Nysmera Runetale
Tizryl Moltenbraid
Nasslyl Starkbrand
Tishniss Vengehunt
Tizryl Moltenforce
Bralnis Thunderfury
Germura Wildhelm
Dimwaen Rockmask
Gwynnera Madcrusher
Naltyn Forepast
Myrryn Flintbrow

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