Water Wild Magic chart (d100)

Made for Dnd 5e

My Wild Magic Chart

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