| d100 | Result |
|---|---|
1 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
2 |
You are stunned until the end of your next turn, as you find yourself entranced by the sudden appearance of a double rainbow somewhere nearby. |
3 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
4 |
All creatures within 30 feet of you gain the ability to communicate telepathically for the next hour. |
5 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
6 |
For the next minute, when a creature targets you with an attack or spell, they must succeed on an Intelligence Saving Throw against your spell save DC, or they are forced to switch their target to the creature nearest to you. |
7 |
You cast Fireball as a 3rd-level spell centered on yourself. |
8 |
You cast Synaptic Static as a 5th level spell centered on yourself. |
9 |
You cast magic missile as a 5th-level spell. |
10 |
Any and all hair within 100 feet of you is dyed rainbow for the next month. |
11 |
Roll a d10 Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
12 |
For the next minute, when a creature within 30 feet of you casts a spell that deals damage, you can change the damage type to fire, acid, radiant, poison, cold, lightning, or thunder. You may only activate this ability once per round. |
13 |
You cast confusion centered on yourself. |
14 |
You cast the Silence spell centered on yourself. |
15 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
16 |
For the next hour you lose the ability to communicate in all of the languages that you currently know. You can only speak in a random language chosen by the DM, which you become fluent in. Any creature you speak to also falls under this effect until the end of your own. |
17 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
18 |
You cast Tenser’s Transformation. The spell ends early if you lose all of the temporary hit points granted by the spell. |
19 |
You cast grease centered on yourself. |
20 |
Your skin turns to stone. You are petrified until the end of your next turn. |
21 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
22 |
All non-living things within 50 ft of you become bronze for the next hour. |
23 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
24 |
Your skin becomes Adamantine for the next 24 hours. You cannot be critically hit while in this Adamantine form. |
25 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
26 |
Your mind begins to sporadically wander and you find yourself unable to focus. If you are concentrating on a spell you immediately lose concentration. For the next minute, you are unable to concentrate on any spells, or any other effect that would require your concentration. |
27 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
28 |
All creatures within 100 ft, including you, must succeed on a Wisdom saving throw against your spell save DC or suffer the following effect. You are unable to to focus your attacks on the same target. If you target a creature for an attack or spell, you may not target that creature again until the beginning of your next turn. This effect lasts for 1 minute, or until the creature succeeds on a Wisdom saving throw at the end of their turn. |
29 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
30 |
For up to 1 minute, you are able to concentrate on up to two spells or effects that would require your concentration. |
31 |
You are transported to the Astral Plane 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. |
32 |
You cast the Sleet Storm spell centered on yourself. |
33 |
Maximize the damage of the next damaging spell you cast within the next minute. |
34 |
Your skin turns red and your hair is covered in fire for the next 1d4 days. You suffer no ill effects due to this change. |
35 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
36 |
For the next minute, you are able to invoke the Tomb of Levistus feature from the Warlock invocations. Once the feature has been used, the effect ends on yourself. |
37 |
1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
38 |
You become blind for 1 minute, only able to see a single random color fill your view. |
39 |
You regain 2d10 hit points. |
40 |
Your skin changes color every minute for the next 1d4 hours. |
41 |
You turn into a potted plant until the start of your next turn. While a plant, you are Incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
42 |
For the next 1d4 hours, as an action, you can cast the Color Spray spell at 5th level without expending a spell slot. |
43 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
44 |
Your skin gives off a slight hint of magnetism. Weapon attacks with metal weapons have advantage against you, as your skin pulls them towards you. |
45 |
You cast levitate on yourself. |
46 |
Each creature within 100 feet of you becomes magically magnetic for the next minute. Creatures wielding metallic weapons have disadvantage on weapons attacks and creatures wearing metal armor become unable to remove it. |
47 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
48 |
You gain the ability to make your hands magnetic for the next 1d12 days. You gain advantage on Investigation checks and Perception checks to find coins, metal weapons, metal armor, and hidden metal doorways and contraptions. |
49 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
50 |
You regard all creatures that you can see as friendly for the next 1d4 rounds. |
51 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
52 |
You and one creature of the DM’s choice within 60 feet are compelled to compliment each other every round for 1 minute. |
53 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
54 |
All creatures that can see you regard you as friendly for the next 1d4 rounds. |
55 |
Your hair falls out but grows back within 24 hours. |
56 |
You see all creatures within 30 feet of you as deadly dragons. You become frightened of all creatures within 30 feet of you until the end of your next turn. |
57 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
58 |
For one minute, you become able to sense the number, location, and species of all dragons within 10 miles. |
59 |
You regain your lowest-level expended spell slot. |
60 |
Spectral wings unfurl from your back. You gain a fly speed of 60 ft for the next 1d4 hours. |
61 |
For the next minute, you must shout when you speak. |
62 |
You lose your power of cognition. You become blind, deaf, and cannot speak until the end of your next turn. |
63 |
You cast fog cloud centered on yourself. |
64 |
You gain the power of postcognition. You become able to see things that just happened previously. This effect lasts for 1 hour. |
65 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
66 |
You gain the power of precognition. You gain advantage on all attack rolls, saving throws, and ability checks. Additionally, enemies have disadvantage on attack rolls and ability checks against you. This effect lasts for the next 1d4 rounds |
67 |
You are frightened by the nearest creature until the end of your next turn. |
68 |
All creatures within 100 feet of you are polymorphed into random beasts including you. |
69 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
70 |
One hundred snow white rabbits pop out of the ground around you. They attempt to stay near you for the next hour, after which they magically poof away. |
71 |
You gain resistance to all damage for the next minute. |
72 |
You are polymorphed into a creature with a CR equal to your level (DM's Choice). You retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. |
73 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
74 |
A random hostile creature within 60 feet of you gains an extra action during their next turn. |
75 |
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. |
76 |
The current weather within a 10 mile radius abruptly changes to a random different weather type. |
77 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
78 |
You regain the use of a class feature (other than spell slots), that takes a Long Rest to recharge. |
79 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
80 |
A random hostile creature within 100 feet of you is magically linked to you. Whenever you deal that creature damage, or whenever it is placed under the effects of one of your spells, you are also damaged, or you also have that effect placed upon you. You do not know which creature this effect is placed upon until this effect activates. |
81 |
You can take one additional action immediately. |
82 |
You and each creature within 100 feet of you switch genders for the next 1d4 days. |
83 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
84 |
For the next minute, creatures that attack you take 1d6 force damage, as magic lashes out in retribution. |
85 |
You cast mirror image. |
86 |
You receive a -2 penalty to a random stat for the next 24 hours. |
87 |
You cast fly on a random creature within 60 feet of you. |
88 |
A dwarven blacksmith controlled by the DM appears in the closest available space to you, then disappears 1 minute later. He has a bag of basic supplies, weapons, and armor for sale. |
89 |
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. |
90 |
You gain a +2 bonus to a random stat for the next 24 hours. |
91 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
92 |
Hostile creatures within 30 feat of you regain HP equal to the next damage they deal until the end of your next turn. |
93 |
Your size increases by one size category for the next minute. |
94 |
All players must listen to a song of the DMs choice to completion. |
95 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
96 |
You regain your reaction at the end of each friendly creature's turns. |
97 |
You are surrounded by faint, ethereal music for the next minute. |
98 |
The nearest friendly NPC is stricken with a random disease (DM's choice). |
99 |
You regain all expended sorcery points. |
100 |
Flip 2 coins. You take another turn for each heads you land on. |