WILD MAGIC TABLE 5e – The Game Of Magic

One of the intriguing elements that bring a Dungeons & Dragons game to life is magic. It is unexpected and grand. It gives the world a feeling of vitality and energy. That is why playing in D&D classes with spellcasting abilities is so enjoyable. The Wild Magic table 5e sorcerer subclass, in particular, stands out as being the epitome of unexpected and wild magic.

Wild Magic 5e (5th edition) in spells

Wild Magic Table 5e

A sorcerer’s origins are sorcerous, and this is where their abilities come from. Some raw magic may have been exposed by sorcerers that claim Wild Magic as their source of sorcery. Another option is that a strong monster bestowed its blessing on you.

d100 Effect
D1-2For the next minute, begin each turn with a roll on this table, disregarding the outcome of the following rolling.
D3-4An antimagic barrier surrounds you for the next minute as you lose focus on any spells you are focused on.
D5-6You can see any invisible creature within your line of sight for the next minute.
D11-12The role multiplies your height by several inches. You contract if the roll is irregular. If the dice fall evenly, you advance.
D21-22The next spell you cast in the following minute that requires a saving throw will have a disadvantage against creatures on saving throws.
D31-32Until the conclusion of your subsequent turn, you are transported to the Astral Plane. After that, you return to the location you had been in or the closest vacant space if you are occupied.
D41-42You change into a potted plant until the beginning of your subsequent turn. You are defenseless and susceptible to any harm as a plant. Your pot breaks, and you return to your original shape if your hit points are zero.
D51-52You get a +2 increase to your AC and immunity to magic missiles for the next minute while a ghostly shield hovers close to you.
D61-62It would help if you yelled when you talked for the next minute.
D71-72All creatures within 30 feet of you become invisible for the next minute. When a beast fights or performs a spell, it loses its ability to be hidden. For the next minute, you have resistance to all damage.
D81-82Within ten feet of you, phantom butterflies and flower petals flutter in the air for a minute. One more action is available right now.
D91-92For the next minute, you vanish. Other animals cannot hear you during that period. If you fight or use a spell, the invisibility disappears. You instantly reanimate as if via the Reincarnate spell if you pass away in the next minute.

These sorcerers’ magic sometimes seeps into the outside world without the caster’s knowledge or agreement since it originates from wild, obscure, and weird origins. A Wild Magic sorcerer may use a class feature called Magic Surge to unleash extra fantastic effects while casting a spell. It could benefit the party or make their position more challenging.

The Dungeon Master( DM) may ask the player to roll a d20 after a Wild Magic table 5e sorcerer performs a sorcerer spell of the first level. A d100 roll is required if the player’s first roll is a 1. Using the Wild Magic Table 5e, the roll’s outcome determines the following action.

Untamed Magic Surge

Your spellcasting may release surges of untamed magic starting when you choose this origin at the first level. The DM may ask you to roll a d20 once per turn right after you use a sorcerer spell of first level or above. Roll on the Wild Magic table 5e. If you move a 1, then a magical effect will be produced. If the impact is a spell, it’s too wild to be influenced by your Metamagic. If it usually needs concentration, it doesn’t necessitate concentration in this instance; the spell lasts for its whole duration.

1. The Tide of Chaos

You may influence chaos and chance to your benefit, starting at the first level while making an attack roll, a skill check, or a saving throw. You may utilize this function once again once a lengthy rest has been completed.

The DM may require you to make a roll on the Wild Magic table 5e immediately after the casting of a sorcerer spell of first level or above at any time before you are allowed to utilize this feature once again. You then have access to this functionality once again.

2. Lucky Bend

You may manipulate destiny with your wild magic table 5e starting at level 6. You can use your reaction and pay two sorcery points to roll a 1d4 and apply the result as a bonus or penalty (of your choosing) to another creature that you can see when it makes an attack roll, an ability check, or a saving throw. You may do this after the creature’s roll before its results take effect.

3. Governed Chaos

You start to have some control over the outbursts of your wild magic when you reach level 14. You may roll twice and choose either number whenever you make a roll on the Wild Magic Surge table.

4. Type “bombardment”

Your spells’ negative energy starts to ramp up at about level 18 of wild table magic 5e. When you roll damage for a spell, please select one of the dice, move it again, and add that result to the injury. Roll the most significant number possible on any of the dice. The function can only be used once per round.


Your natural magic derives from the brutal, chaotic forces that support creation’s order. You could have received a demon or strong fey creature’s blessing or mark. Any release of the wild magic table 5e would be welcome as this wild power swirls about the inside of you. However, it came to be.


Q1. Wild magic surges last a lifetime?

A: Obliterate a target permanently under an enemy’s control. When a permanent card with the same card type as that permanent is revealed, its controller starts by showing cards from the top of the library.

Q2. How does the wild magic table roll?

A: The following are the guidelines for Wild Magic Surge: The DM may ask you to roll a d20 right after you perform a sorcerer spell of the first level or above. If you get a 1, you may create a magical effect randomly by rolling on the Wild Magic table 5e.

Q3. Do wild magic surges respond to metamagic?

A: It is too wild for Metamagic to impact a Wild Magic effect that is a spell. The spell lasts the whole time if the focus is typically required; it is unnecessary in this instance. As a result, you cannot use any metamagic on spells that your wild magic has cast. The solution is worth saving.

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