d100 | Result |
---|---|
1 |
For the next 6 turns, reroll on this chart at the start of your turn. Ignore this result if rerolled in those 6 turns. |
2 |
A boulder is flung at a random target dealing 1d8 damage |
3 |
Levitate is cast centered on you |
4 |
For the next 4 rounds, a crazy old man claiming to be captain of the vessel (even if there isn't a ship in sight) will yell horrible advice and demand respect from the crew. He has only 1 hitpoint, no attacks, and vanishes even if dead after your 4th turn. |
5 |
For the next minute, you can see any invisible creature as long as you have line of sight to it. |
6 |
Several magical water balloons appear nearby and rocket at the closest player when within 10 feet of the collection. Spawns within 60 feet radius of the player |
7 |
You cast a 3rd level fireball centered on yourself |
8 |
You cast a first level Fog cloud centered on yourself |
9 |
You cast Magic Missile as a 5th level spell |
10 |
Spawn 1d5 Dm controlled whales in an open space nearby for 3 turns or 1 minutes. There doesn't need to be water for them to spawn. |
11 |
roll a d10, you grow by that many inches if you get an even, and shrink by that many inches if you get an odd |
12 |
A bubble of water is spawned around you that magically follows you for a turn. It allows you to move at your swim speed rather than running speed |
13 |
You cast confusion centered on yourself |
14 |
A nearby source of water has a small water explosion, getting anything in 10 feet radius wet |
15 |
For the next minute, you regain 5 hitpoints at the start of each of your turns |
16 |
A blast of pressurized water is shot at a random target chosen by the DM dealing 1d4 pierce damage |
17 |
Your hair grows longer and sparkles for half a minute. Afterwards it shrinks back to its normal length and returns to its normal appearance. |
18 |
You are suddenly poisoned for the next 4 turns. |
19 |
Call lightning 3rd level is cast and targets a random target. If there isn't room for it to form or are inside the spell fails and fog cloud is cast instead |
20 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw |
21 |
Your skin suddenly flashes rapid colors for a minute, you get disadvantage on stealth rolls for the next minute of duration |
22 |
For a turn, all attacks against you auto succeed unless they roll a natural 1 |
23 |
You are charmed by an opposing creature until it dies or 2 of your turns pass |
24 |
You get seasick and puke, take 1d4 damage. |
25 |
For the next minute, all spells cast with a casting time of 1 action are now 1 bonus action to cast |
26 |
Opens a one way portal from the water plane for 1 minute in an open space nearby. |
27 |
Grease is cast, centered on yourself |
28 |
Your movement is dropped to zero for the next turn unless in water where your movement is now doubled |
29 |
A single Chuul is created 40 feet away, or as far away from the player in the room. They are added to the turn order for 3 turns where they then disappear. |
30 |
Somewhere in the oceans a Dragon turtle has spawned, a small turtle scale is spawned next to the player |
31 |
Spawns a water element for 3 turns |
32 |
Maximize the damage of the next damaging spell cast within a minute |
33 |
You regain 2d10 hitpoints |
34 |
You turn into a small fishbowl with a tiny octopus in it until your next turn, you are vulnerable to all damage, considered incapacitated, and if you drop to 0 hit points you revert back to your old form with 0 hitpoints |
35 |
you suddenly are teleported within a 5 feet radius next to a nearby enemy target |
36 |
You cast levitate on yourself |
37 |
An ice sculpture of a ship appears in an open space. It's about the size of you |
38 |
You are unable to speak for a minute, instead bubble come out of your mouth when you try |
39 |
Immunity to fire damage until the start of your next turn |
40 |
Up to 3 creatures of choice take 4d10 lightning damage within 30 feet of you |
41 |
For the next minute, you shout when you speak |
42 |
You cast polymorph on yourself, you turn into a swordfish for the spells duration if you fail the save |
43 |
all creatures within 30 feet on you turn invisible, this lasts until they attack, cast a spell, or until a minute has passed |
44 |
A random small fish appears on your head |
45 |
You increase in size category for a minute |
46 |
You cast fly on a random target in 60 feet of you (not including you) |
47 |
If you die within the next minute, you come back to life the next turn as if by the reincarnate spell |
48 |
A sea hag appears in an open area 30 feet away and stays for the next 5 turns |
49 |
1d2 Giant Octopus's appear nearby. |
50 |
You get advantage on your next attack |
51 |
creatures' movement withing 30 feet of you increases by 10 feet |
52 |
You cast mirror image |
53 |
You can take an additional action immediately |
54 |
Ocean sounds can be heard coming from you for the next minute |
55 |
A frozen ball of ice is shot at a target of choice dealing 2d4 cold damage |
56 |
You are blinded by a constant blast of water being shot at your face for the next minute from a small portal from the water dimension that follows the player |
57 |
All creatures in a 10-foot radius of the player (including the player) are deafened for a minute |
58 |
Roll two more times and have both happen, ignoring this roll next time |
59 |
Gain a level of exhaustion |
60 |
Immediately fall unconscious until the end of your next turn, you fall prone on the floor and attackers gain advantage against you |
61 |
A creature of choice that can be seen is wrapped by suddenly appearing tentacles, their movement is slowed by 20 feet for a turn |
62 |
You uncontrollably have fly cast on you, your movement is picked by the Dm for the duration of the spell |
63 |
Darkness is cast centered on you |
64 |
A target of choice is charmed by you for 3 turns. If it's not able to be charmed, then you are charmed by it instead |
65 |
You take a sudden 2d6 Acid damage |
66 |
You heal 2d6 hitpoints |
67 |
You and a target of choice are frozen in ice for a single turn. (Skips turn) |
68 |
All terrain you are on for the next turn count as hard terrain |
69 |
A shield of water protects you from all damage for a single turn |
70 |
A ration spawns in your inventory |
71 |
A seal spawns in the area |
72 |
2d4 damage is inflicted on a target in 30 feet of you by choking suddenly on water |
73 |
The weather changes to raining |
74 |
A creature in 40 feet of the player is blasted by several sharp bursts of ice dealing 2d8 |
75 |
You cast a 3rd level shatter centered on yourself |
76 |
The next person in the turn order regardless of who or what they are deals double damage |
77 |
gain a level of exhaustion |
78 |
The next spell you cast can reach double its normal distance |
79 |
Spawns in 1d3 Merrows for a minute |
80 |
Spawns in a charmed Water Weird in a nearby source of water. It will fight for the player for 3 turns before disappearing. If no source of water exists it will instantly perish after spawning in. |
81 |
Roll 1d4 extra damage for your next attack |
82 |
Next time you roll to hit, a 19 also counts as a critical hit |
83 |
A weird painting of the ocean spawns on one of the nearby walls or lays flat on a floor |
84 |
If you are in an enclosed room, it starts to fill with water until a door or window is opened. It will drain then. The level in which it floods is chosen by the Dm. |
85 |
You are paralyzed with fear from terrifying visions being psychically shown to them. Skip a turn and take 1D10 psychic damage. |
86 |
A swarm of Dragonflies appears and scatters |
87 |
A target of your choice gets inspiration die for a minute |
88 |
You are teleported 20 feet in a random direction |
89 |
All enemy creatures target you until your next turn |
90 |
Poison Spray is casted on a target in range at that time (not player choice) |
91 |
Removes a level of exhaustion |
92 |
Instantly completes a short rest |
93 |
Heal a target of choice 2D8 hitpoints |
94 |
You become invisible for the next minute and all creatures can't hear you. It ends when you attack as well. |
95 |
You cast confusion centered on yourself |
96 |
You cast polymorph on yourself, you become a Bass |
97 |
Your movement is dropped to zero for the next turn, if in water your movement is doubled |
98 |
A target within 20 feet places hunter's mark on you even if they were unable to do so or can't cast spells. It goes away after their next attack. |
99 |
you regain all spell slots |
100 |
you regain all sorcery points |
Water Wild Magic chart (d100)
Made for Dnd 5e
My Wild Magic Chart