Wild Magic Surge of Lightning d100 Table (d100)

d100 Result

1

Reveling in the chaotic nature of the weave, you completely lose control of your powers. Roll on this table at the beginning of each of your turns for the next 1d10 rounds, rerolling this result on subsequent rolls. If you leave combat before this period ends, you continue to roll on this table until you have met the value of the d10, at intervals of the DM's choosing.

2

You cast "Find Familiar", summoning a Lightning Mephit.

3

Your wild lightning magic summons 1d12 Lightning Mephits with no allegiance, controlled by the DM, in random unoccupied spaces within a 60 ft. radius of you. Any remaining Lightning Mephits summoned in this way explode after 1 minute, triggering their death burst ability.

4

Jagged wings of pure electricity erupt from your back. For one minute, you gain a fly speed of 60 ft.

5

You act as a lightning rod for unstable arcane energies. A bolt from the blue strikes you, dealing 3d12 lightning damage to you. As forks of lightning suddenly explode out of you, all creatures within a 30 ft. radius of you make a DEX saving throw against your spell save DC, taking lightning damage equal to the damage you took on a fail and half as much damage on a success.

6

You shudder with power as arcane energies dominate your spirit. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

7

Roll on the body part table. The resulting body part is jolted by a small shock of lightning from seemingly nowhere. You take 1d4+4 lightning damage, and a pulsating, glowing, white-blue lightning mark appears where you were struck that stays with you for life. The same area cannot be struck by this effect twice.

8

You are transported to the Quasi-Elemental Plane of Storms until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

9

Electricity flows around you in such a way that you become an electromagnet. Any and all metal objects, including held weapons but excluding worn armour, within a 30 ft. radius of you are attracted to you and fly towards you.  You take 1d10 force damage for each object that flies towards you in this manner. If objects attracted to you in this way would hit another creature before reaching you, that creature must make a DC 13 DEX saving throw or take 1d10 force damage.

10

You can't speak for the next minute. Whenever you try, sparks spew out of your mouth.

11

A charging surge of energy courses through your veins, illuminating them underneath your skin. You can choose to regain sorcery points, up to a minimum of 1 and a maximum equal to your missing sorcery points. You then roll a number of d12s equal to the amount of points regained, and take that much lightning damage.

12

Your skin turns electric-blue. A "Remove Curse" spell can end this effect.

13

Originating from within you, electricity begins to crackle and lick at the air around you. You levitate 5 ft. into the air, the energy peaking in intensity before suddenly erupting from you. The nearest creature to you makes a DEX saving throw against your spell save DC, and takes lightning damage equal to your remaining hit points on a fail, and half as much on a success. Your vitality spent in the outburst, you fall to the ground, and your current hit points fall to 0. You are stable, but unconscious, and take a point of exhaustion.

14

Your eyes shine with a dazzling blue glow for the next minute. During that time, you gain night vision up to 60 ft. and have advantage on Wisdom (Perception) checks that rely on sight.

15

Each creature in a 30 ft. radius of you takes 1d4+4 lightning damage, and then gains resistance to lightning damage for 1 minute.

16

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

17

A vicious and invigorating pulse of electricity spreads out from you. Roll a 1d4. Up to that many friendly creatures within a 30 ft. radius of you take 1d12 lightning damage, and for 1 minute melee or spell attacks made by the damaged creatures deal an additional 1d12 lightning damage.

18

Your form becomes a bolt of lightning, and you streak 60 ft. to an unoccupied space of your choice that you can see.

19

Your wild lightning magic summons an unaligned Lightning Elemental, controlled by the DM, to a random unoccupied space within a 30 ft. radius of you. After one minute, it returns to the plane it was summoned from.

20

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

21

You become charged with electricity for 1d4 days. For this duration, your hair stands on end and jolts of static can be seen dancing between the strands, your eyes glow a bright electric-blue, and whenever you make physical contact with another creature you both take 1d4 lightning damage.

22

A sparking shield of energy hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

23

Lightning forks from your outstretched fingertips. Up to three creatures you choose within 60 ft. of you take 4d10 lightning damage.

24

Roll 1d4. Regain a spell slot equal in level to the value rolled.

25

Your hands become enveloped in white-hot lightning. Maximize the damage of the next spell that deals lightning damage you cast within the next minute.

26

For the next 24 hours, your voice becomes a deafening roar of thunder.

27

You cast "Dragon's Breath" at 2nd level. The damage type is lightning.

28

You gain resistance to all damage, and immunity to lightning damage for the next minute.

29

Each creature within 30 feet of you takes 1d10 lightning damage. You regain hit points equal to the sum of the lightning damage dealt.

30

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

31

You cast "Witch Bolt" at 3rd level on the nearest available target, with advantage. You drop any concentration spell you were previously holding to do this, and you cannot willingly break concentration for this spell until the creature falls to 0 hit points.

32

A random creature within 60 feet of you becomes paralysed for 1d4 hours.

33

An ill omen befalls you. Your next ability check is made with disadvantage.

34

Illusory butterflies made of electricity, white flower petals, and sparks flutter in the air within 5 feet of you for the next minute. Attack rolls made against you during this time have 1d4 subtracted from their total.

35

You cast "Lightning Bolt" at 3rd level.

36

You can take one additional action immediately.

37

You cast "Call Lightning" at 3rd level.

38

You cast "Fly" on a random creature within 60 ft. of you.

39

You cast "Lightning Arrow" at 3rd level.

40

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

41

You become charged with a volatile electrical energy. When a creature next deals melee damage to you, they take 3d12 lightning damage.

42

Any creature within a 30 ft. radius of you that has dropped to 0 hit points and lost consciousness, or died within the last 3 minutes of you jolts back to life and consciousness as if by some arcane defibrillator, regaining half their total hit points.

43

You cast "Storm Sphere" at 4th level.

44

If you die within the next minute, your body is struck by lightning and you immediately come back to life as if by the "Reincarnate" spell. Roll on the Race Table to determine what race you will be reincarnated as.

45

A creature of your choice that you can see becomes charged with volatile electrical energy. The next time a creature deals melee damage to the target, they take 3d12 lightning damage.

46

All creatures within 30 feet of you gain vulnerability to lightning damage for the next minute.

47

For 1 minute, you can cast "Hellish Rebuke" once as a 4th level spell by expending a sorcery point. The damage dealt by Hellish Rebuke this way is lightning damage.

48

For the next minute, any spell that takes an action to cast and deals lightning damage also allows you to jump up to 30 ft. to an unoccupied space. This movement does not provoke an attack of opportunity.

49

Your wild magic summons an Invisible Stalker. The quarry of the invisible stalker is chosen at random, and it returns to where it was summoned from after 1 minute or if its quarry dies.

50

Flip a coin. On heads, you become paralysed. At the beginning of each of your turns, you can make a CON saving throw against your spell save DC to try and break free of the paralysis. On a tails, a creature of your choice that you can see becomes paralysed, and can make a CON saving throw against your spell save DC to try and break free of the paralysis.

51

You cast "Lightning Bolt" at 5th level.

52

Energised, you gain lightning reflexes. For 1 minute, you have advantage on Dexterity (Acrobatics, Sleight of hand) checks and DEX saving throws.

53

A part of you r body, chosen using the Body Part table, explodes with electricity, and a facsimile made of pure electricity replaces it. You take 5d12 lightning damage from the chaotic blast, and gain a point of exhaustion. The flesh surrounding the new facsimile limb is immediately cauterised. If you drop to 0 hit points whilst you possess a limb created by this affect, then the limb disappears and any limbs not connected to your body will fall away from each other. Upon regaining hit points, the facsimile limb will return and your body parts will reassemble as if magnetically attracted to each other. Any other creature that comes into physical contact with the limb takes 1d4 lightning damage for each second they remain in contact with it.

54

A good omen befalls you. You have advantage on your next ability check.

55

You become a being of pure electricity for two turns. During this time, you gain immunity to bludgeoning, piercing and slashing damage from non-magical sources, cannot take any action but the dash action on your turn, gain a movement speed of 40 ft., and can pass through creatures. Whenever you pass through a creature this way, they take 1d12 points of lightning damage.

56

A tether of lightning links your soul with a random creature within a 60 ft. radius of you for 1d4+1 turns. Whenever one of you takes damage or is healed, the other loses or gains the same amount of hit points. The tether is broken if one of the tethered creatures falls to 0 hit points.

57

A storm cloud 5 ft. in all dimensions appears above a random creatures head that crackles with electricity. It lasts for 1d4 turns. Whenever the creature with the cloud over it's head successfully makes a melee attack against another creature, the cloud transfers to that creature. When the cloud disappears, it deals 4d12 lightning damage to the creature whose head it is over.

58

You hear whispers in your head that sound like the crackle and pop of electrified air gained a voice for 24 hours. The DM determines what you can make sense of, if anything at all, and you must make a WIS saving throw equal to your spell save DC to attempt to sleep through the voices. The voices can't be heard if you are deafened, and a "Remove Curse" spell will quiet the voices.

59

Each creature within a 30 ft. radius of you takes 1d4+4 lightning damage and then gains a vulnerability to lightning damage for 1 minute.

60

Using a mystical lightning, you tether two creatures souls together that you can see within 60 ft. of you for 1d4+1 turns. Whenever one of them takes damage or is healed, the other loses or gains the same amount of hit points. The tether is broken if one of the tethered creatures falls to 0 hit points.

61

You cast "Chain Lightning" at 6th level. If you do not have access to 6th level spell slots when you cast this spell this way, you gain a point of exhaustion.

62

A gracious omen befalls you. You have advantage on your next saving throw.

63

Your fists become enveloped in sparking electricity. For 1 minute, as an action, you can make a melee spell attack that deals 1d12+your spellcasting modifier lightning damage. Upon landing a successful attack in this way, you can can choose to grapple the target creature. When grappling a creature in this way, you can take an action on your turn to immediately deal Xd12 lightning damage, where X is the number of rounds a creature has been grappled in this manner, or you can choose to drop the grapple and release the creature. The creature makes a STR saving throw against your spell save DC at the beginning of each of its turns to try and break free of your shocking grasp. On a fail, it does nothing, paralysed by the electricity.

64

For the next 8 hours, you feel static energy rolling across your tongue and your smile flashes with a subtle glint. You gain advantage on Charisma (Persuasion, Deception, Performance) ability checks during this time.

65

For the next 24 hours, your head becomes engulfed in a brilliant blue plasma that manifests as a demonic visage with a wicked grin. Your voice crackles and spits with shocking power during this time. You have disadvantage on Charisma (Persuasion, Performance) and Wisdom (Animal Handling) ability checks, and frighten common folk with your very presence, but gain advantage on Charisma (Intimidation, Deception) checks.

66

A grave omen befalls you. Your next saving throw is made with disadvantage.

67

Illusory butterflies made of electricity, white flower petals, and sparks flutter in the air within 10 feet of you for the next 1 minute. Creatures that enter this area, or begin their turn in this area, take 2d4+4 lightning damage.

68

A bolt of radiant lightning strikes a hostile creature within a 60 ft. radius of you. That creature regains all lost hit points, expended spell slots, actions and abilities, and is bestowed a random magical item based on the creatures CR (CR 0-2 magic item table B, CR 3-4 magic item table C, CR 5 magic item table D, CR 6-7 magic item table E, CR 8-9 magic item table F, CR 10-12 magic item table G, CR 13-15 magic item table H, CR 16+ magic item table I)

69

Lightning forks across the sky suddenly, spelling the word "Nice", before striking a random creature within 30 ft. of you. They make a DEX saving throw against your spell save DC, taking 69 points of lightning damage on a fail, and half as much rounded down on a success.

70

A rejuvenating pulse emanates from within you, restoring 2d12 hit points to all friendly creatures within 30 ft. of you.

71

The floor within a 120 ft. diameter circle centred on yourself becomes electrified. The area effected by this effect is considered difficult terrain for the effects duration, and creatures in contact with the floor take 2d4 lightning damage at the beginning of each of their turns. Prone creatures take 4d4 lightning damage instead, and creatures within this area are immune to sleep.

72

Your wild magic pulls some poor fool from a far-flung corner of the multiverse.  They appear in a random unoccupied space within 30 ft. of you, act in a manner determined by the DM, and return from whence they came after 1 minute.

73

You cast "Thunderwave" at 4th level.

74

For 1 minute, your head becomes engulfed in a brilliant blue plasma that manifests as a demonic visage with a wicked grin. Your voice crackles and spits with shocking power during this time. Each creature within 30 ft. of you that can see you makes a WIS saving throw against your spell save DC or is frightened for the effects duration.

75

You cast "Wall of Force". The walls created this way are visibly electrified, and a creature that comes into physical contact with one from a side of your choice takes 1d4+4 lightning damage.

76

Illusory butterflies made of electricity, white flower petals, and sparks flutter in the air within 5 feet of you for the next 24 hours. Thoroughly entrancing, creatures have disadvantage on saving throws to resist being charmed by you for the effects duration, however you have disadvantage on Dexterity (Stealth) ability checks made during this time.

77

You cast "Lightning Bolt" at 7th level. If you do not have access to 7th level spell slots when you cast this spell this way, you gain a point of exhaustion.

78

You cast "Mirror Image" on yourself. The duplicates created in this way shudder and jolt with sparks.

79

A hex is laid on a random creature within 30 ft. of you, determined in secret by the DM. The hex lasts for 1 minute. When the hexed creature drops to 0 hit points, a blast of electrical energies rips outwards in a blinding flash from within them. The creature immediately dies, and their physical form is destroyed in the blast. Every other creature within a 30 ft. radius of the blast must make a DEX saving throw of DC 16, taking 5d12 lightning damage on a fail and half as much on a save. Additionally, any creature that fails is thrown 10 ft. backwards by the sheer force of the shock wave and prone.

80

Rejuvenating energies spring forth from within you. You can cure up to 4 points of exhaustion from among any number of friendly creatures within 30 ft. of you, distributed however you choose. I.e., you can choose to cure 1 point from four different creatures, 2 points from two different creatures, 3 points from yourself, etc.

81

Roll 1d8. You cast "Magic Missile" at a level equal to the value rolled. The missiles deal lightning as opposed to force damage.

82

A sparking shield of energy hovers near a friendly creature of your choice for the next minute, granting them a +2 bonus to AC and immunity to Magic Missile.

83

You cast "Lightning Bolt" at 8th level. If you do not have access to 8th level spell slots when you cast this spell this way, you gain a point of exhaustion.

84

Sparks sputter outwards from you, only to implode on themselves in the next instant. You are suddenly severed from your innate connection to the weave. You cast "Antimagic Field" and cannot willfully drop concentration on the spell until its duration ends.

85

A Blink Dog is summoned to a random unoccupied space within 30 ft. of you. This Blink Dog has been touched by your unstable arcane energies, and as such is permanently altered and bound to you. The dog understands but cannot speak any language you speak in addition to Sylvan, and is friendly to you and your allies. They respond to the name Bolt, and obey your commands. They take their turn immediately after you in combat, and you can use a bonus action on your turn to issue Bolt a command. If no command is issued, Bolt will hold their action to stay within 5 ft. of you whenever possible and attack any creature that comes within 5 ft. of you. Their attacks deal an additional 1d6 lightning damage. Bolt remains on your plane until they drop to 0 hit points or you dismiss them with the command "Bolt off boy!". If they drop to 0 hit points, they disappear from this plane with a clap of thunder, and cannot be re-summoned by this effect for 1d4 days. They spend that time recovering in the Quasi-Elemental Plane of Storms. Bolt can be encountered whenever you visit the Quasi-Elemental Plane of Storms from the first time they are summoned by this effect onward. Bolt is the goodest boy.

86

You cast "Illusory Dragon" at 8th level, choosing lightning as the damage type. If you do not have access to 8th level spell slots when you cast this spell this way, you gain a point of exhaustion.

87

A maddening bolt of energy strikes a random hostile creature within 30 ft. of you. That creature makes a WIS saving throw against your spell save DC. On a fail, they turn against their allies and begin fighting for you. They are still controlled by the DM, but act in defense of you for 1 minute or until their hit points are reduced to 0.

88

The spell being cast to activate this ability is duplicated, provided that it targets a creature and is not a concentration spell. Treat the duplicate spell like a completely new casting of the spell (i.e., you can choose new targets for that spell and must re-roll any rolls made in the casting of the spell).

89

If casting a damage-dealing spell when this effect is activated, the target of said spell suddenly switches to a random friendly creature within that spell's range. If casting a spell that would buff an ally, or otherwise confer some form of beneficial trait or condition, a random hostile creature within range receives those benefits instead.

90

You regain all expended spell slots.

91

A shuddering, electrified facsimile of yourself is created in an unoccupied space within 10 ft. of you. They are chaotic evil, controlled by the DM, and have all your stats and abilities and half your hit point total. They disappear after 1 minute if they do not drop to 0 hit points before then.

92

A shuddering, electrified facsimile of yourself is created in an unoccupied space within 10 ft. of you. They are chaotic good, controlled by you, and have all your stats and abilities and half your hit point total. They cannot speak, but can understand your languages. They disappear after 1 minute if they do not drop to 0 hit points before then.

93

You summon a Storm Giant to an unoccupied space within 60 ft. of you. It is allied with you and attacks any creatures hostile towards you, and returns to where it came from after 1 minute.

94

Positive arcane electricity surges up and down your arms. For 1 minute, as a bonus action on each of your turns you can choose to shoot a bolt of this energy at a friendly creature within 60 ft. of you. If you do, they roll a 1d4, and consult the 'proton bolt' supplemental table for the effect they gain. All effects bestowed upon a creature this way last until the end of this effect, and each creature can only benefit from one proton bolt effect at a time. If you use this ability on a creature already effected by a proton bolt effect, the old effect is replaced by the new effect.

95

You pour all arcane powers at your disposal into calling one devastating bolt of electricity to strike a target of your choice within 100 ft. of you. You can spend any number of sorcery points, spell slots or hit dice when using this ability to roll a number of d12s equal to the total of sorcery points, spell slots and hit dice spent this way (so in spending 2 sorcery points, three 1st level spell slots, and a 2nd level spell slot you roll 7d12s). You deal that much lightning damage to the target creature. If this ability reduces a creature to 0 hit points, you regain half of the resources spent to use this ability rounded down (in the previous example, you would regain one of your sorcery points and one of your 1st level spell slots).

96

You regain all expended sorcery points.

97

You cast "Storm of Vengeance" at 9th level. If you do not have access to 9th level spell slots when you cast this spell this way, you take a point of exhaustion.

98

A mystical lightning storm blossoms into existence. For 1d4 days, the sky is filled with dark grey clouds, intermittently broken to reveal the natural sky and let shafts of sunbeams through. Whilst it rains, a rainbow hangs overhead, with majestic rumbles of thunder coupled with flashes of brilliant sheet-lightning illuminating the landscape. At the DMs discretion any creature within the vicinity of the storm and outdoors must roll a d20. On a roll of 20, the creature is struck by lightning, recovering 9d10+10  hit points or miraculously recovering from any ailments or permanent injuries, whichever the DM chooses.

99

A ferocious lightning storm boils into existence. For 1d4 days, the sky is totally obscured by dark grey clouds, a heavy rain falls perpetually during this period, and claps of thunder are frequent and deafening, accompanied by powerful streaks of fork-lightning. At the DMs discretion any creature within the vicinity of the storm and outdoors  must roll a d20. On a roll of 1, the creature is struck by lightning, taking 9d10+10 lightning damage.

100

In a surge of arcane mastery, you have an electrical epiphany. Choose two effects on the table to take place. Allies are immune to any effects chosen this way that would cause damage to or otherwise negatively affect them, and any summoned creatures are friendly to you and your allies for the duration of their existence or until harmed by you or an ally.


Subcharts

Body Part Table (d20)

d20 Result

1

Head

2

Neck

3

Chest

4

Abdomen

5

Upper back

6

Lower back

7

Right upper arm

8

Left upper arm

9

Right forearm

10

Left forearm

11

Right hand

12

Left hand

13

Right thigh

14

Left thigh

15

Right lower leg

16

Left lower leg

17

Right foot

18

Left foot

19

Right shoulder

20

Left shoulder

Race Table (d100)

d100 Result

1-2

Dragonborn

3-4

Dwarf

5-6

Elf

7-8

Gnome

9-10

Half-Elf

11-12

Halfling

13-14

Half-Orc

15-16

Human

17-18

Tiefling

19-20

Arakocra

21-22

Aasimar

23-24

Air Genasi

25-26

Bugbear

27-28

Centaur

29-30

Changeling

31-32

Deep Gnome

33-34

Duergar

35-36

Earth Genasi

37-38

Eladrin

39-40

Fairy

41-42

Firbolg

43-44

Fire Genasi

45-46

Githyanki

47-48

Githzerai

49-50

Goblin

51-52

Goliath

53-54

Harengon

55-56

Hobgoblin

57-58

Kenku

59-60

Kobold

61-62

Lizardfolk

63-64

Minotaur

65-66

Orc

67-68

Satyr

69-70

Sea Elf

71-72

Shadar-kai

73-74

Shifter

75-76

Tabaxi

77-78

Tortle

79-80

Triton

81-82

Water Genasi

83-84

Yuan-ti

85-86

Owlin

87-88

Leonin

89-90

Kalashtar

91-92

Warforged

93-94

Loxodon

95-96

Locathah

97-98

Grung

99-100

Aetherborn

Proton Bolt (d4)

d4 Result

1

Target creature gains advantage on their melee or spell attacks.

2

Target creature gains a +2 to their AC.

3

Target creature restores 2d12 hit points and gains that many temporary hit points.

4

Target creature gains advantage on saving throws.