Wild magic 5e Surge Table
Let us get into one of the most searched tables in Dungeons and dragons. It is the Wild Magic 5e Surge Table. The issue with most wild magic tables online is that they alter the balance of the sorcerer subclass – most people don’t seem to realize that the wild surge is supposed to be, on average, a risky but net positive feature for the subclass, combined with tides of chaos. At the same time, some of the online lists are either incredibly negative or overpoweringly positive. The RAW Wild magic table 5e, splitting the effects into categories. (Classes being antagonistic, favourable, neutral, flavour, negative with possible positive or negative side-effect depending on the situation, the effect depends entirely on the situation, summons a creature).
What is the best way to roll wild magic?
Suppose the player uses the token, they get an advantage on a roll, and the token goes to you. The next time they cast a 1st level spell or higher, you can use the token to force an automatic wild magic roll (as though they rolled a one on the d20). You then give the token back to them, and the cycle continues.
What does “centred on yourself” mean in the 5e Wild Magic Surge table in D&D ?
It means the wild mage is at the centre of the effect. If it targets one creature, then the wild mage is the target. If it’s an area of effect, the wild mage is in the centre and has no control over the placement of the area covered.
When it triggers a fireball in 5e dnd, the wild mage is the centre of the radius. Since it is a wild surge, they can’t metamagic “careful spell” it to avoid damage.
Wild Magic Sorcerer 5e
Your innate magic emanates from the wild forces of chaos that carry the order of creation. You might have endured susceptibility to some form of raw magic, conceivably through a planar portal leading to Limbo, the Elemental Planes, or the mystical Far Realm. Perhaps you were blessed by a compelling fey creature or marked by a demon. Or your magic might be a fluke of your birth, with no apparent cause or reason. Nevertheless, it came to be, this chaotic magic churns within you, anticipating any outlet.
Source: Player’s Handbook
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting may unleash surges of untamed magic. Immediately after you cast a 1st level or higher sorcerer spell, the DM may have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 1st level, you may manipulate the forces of chance and chaos to gain an advantage on one attack roll, ability check, or saving throw. Once you do that, you need to finish a long rest before using this feature again.
Any time before you recover the use of this characteristic, the DM may have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then retrieve the use of the feature.
Bend Luck
Starting at the 6th level, you may twist fate using your wild magic 5e. When another creature you can see makes an attack roll, an ability check, or a saving throw, you may use your reaction and spend two sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At the 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at the 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any dice, please choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic 5e Surge table for Sorcerer
d100 | Effect |
1_2 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
3_4 | For the next minute, you can see any invisible creature if you have line of sight to it. |
5_6 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. |
7_8 | You cast Fireball as a 3rd-level spell centered on yourself. |
9_10 | You cast Magic Missile as a 5th-level spell. |
11_12 | 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. |
13_14 | You cast Confusion centered on yourself. |
15_16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17_18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19_20 | You cast Grease centered on yourself. |
21_22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23_24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
25_26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27_28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29_30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31_32 | 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. |
33_34 | Maximize the damage of the next damaging spell you cast within the next minute. |
35_36 | 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. |
37_38 | 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. |
39_40 | You regain 2d10 hit points. |
41_42 | 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. |
43_44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45_46 | You cast Levitate on yourself. |
47_48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49_50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute, you must shout when you speak. |
63-64 | You cast Fog Cloud centered on yourself. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | 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. |
71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75-76 | 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. |
77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. |
83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast Mirror Image. |
87-88 | You cast Fly on a random creature within 60 feet of you. |
89-90 | 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. |
91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. |
99-00 | You regain all expended sorcery points. |
Wild magic 5e Surge Table for Barbarian
At the 3rd level, expect some of the magical energy roiling inside you seldom erupts from you. Roll on the Wild Magic table 5e to determine the magical effect produced when you access your rage.
Suppose the effect requires a saving throw. In that case, the DC equals 8 + your proficiency bonus + your Constitution modifier. At the 14th level, whenever you roll on the dnd Wild Magic table, you may roll the die twice and decide which of the two effects to unleash. Suppose you roll the equal number on both dice. You may ignore the number and choose any effect on the table.
Wild Magic Table for Barbarian 5e
d8 | Wild Magic Surge Effect |
1 | Every creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level. |
2 | You can teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit, that looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses 1 weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of twenty feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Suppose a creature hits you with an attack roll before your rage ends. In that case, that creature takes 1d6 force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
How does 5e concentration interact with spells cast via the dnd Wild Magic Surge table?
There’s no interaction there. The Wild Magic Surge specifies that if it creates a concentration spell, the sorcerer does not have to maintain concentration on it (and the corollary to that is that the sorcerer cannot stop the spell either). The Surge spell lasts for its entire maximum duration. So any concentration spell that the sorcerer may have to go is not affected (unless the Surge spell damages the sorcerer and causes him to lose concentration). The Wild Magic 5e is a class feature and improves their output. These seem weak but a little more flavorful. Hope the Wild Magic 5e Surge table gets you what you need for rolling the dice.
Wild magic 5e Surge Table
Let us get into one of the most searched tables in Dungeons and dragons. It is the Wild Magic 5e Surge Table. The issue with most wild magic tables online is that they alter the balance of the sorcerer subclass – most people don’t seem to realize that the wild surge is supposed to be, on average, a risky but net positive feature for the subclass, combined with tides of chaos. At the same time, some of the online lists are either incredibly negative or overpoweringly positive. The RAW Wild magic table 5e, splitting the effects into categories. (Classes being antagonistic, favourable, neutral, flavour, negative with possible positive or negative side-effect depending on the situation, the effect depends entirely on the situation, summons a creature).
What is the best way to roll wild magic?
Suppose the player uses the token, they get an advantage on a roll, and the token goes to you. The next time they cast a 1st level spell or higher, you can use the token to force an automatic wild magic roll (as though they rolled a one on the d20). You then give the token back to them, and the cycle continues.
What does “centred on yourself” mean in the 5e Wild Magic Surge table in D&D ?
It means the wild mage is at the centre of the effect. If it targets one creature, then the wild mage is the target. If it’s an area of effect, the wild mage is in the centre and has no control over the placement of the area covered.
When it triggers a fireball in 5e dnd, the wild mage is the centre of the radius. Since it is a wild surge, they can’t metamagic “careful spell” it to avoid damage.
Wild Magic Sorcerer 5e
Your innate magic emanates from the wild forces of chaos that carry the order of creation. You might have endured susceptibility to some form of raw magic, conceivably through a planar portal leading to Limbo, the Elemental Planes, or the mystical Far Realm. Perhaps you were blessed by a compelling fey creature or marked by a demon. Or your magic might be a fluke of your birth, with no apparent cause or reason. Nevertheless, it came to be, this chaotic magic churns within you, anticipating any outlet.
Source: Player’s Handbook
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting may unleash surges of untamed magic. Immediately after you cast a 1st level or higher sorcerer spell, the DM may have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 1st level, you may manipulate the forces of chance and chaos to gain an advantage on one attack roll, ability check, or saving throw. Once you do that, you need to finish a long rest before using this feature again.
Any time before you recover the use of this characteristic, the DM may have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then retrieve the use of the feature.
Bend Luck
Starting at the 6th level, you may twist fate using your wild magic 5e. When another creature you can see makes an attack roll, an ability check, or a saving throw, you may use your reaction and spend two sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At the 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at the 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any dice, please choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic 5e Surge table for Sorcerer
d100 | Effect |
1_2 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
3_4 | For the next minute, you can see any invisible creature if you have line of sight to it. |
5_6 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. |
7_8 | You cast Fireball as a 3rd-level spell centered on yourself. |
9_10 | You cast Magic Missile as a 5th-level spell. |
11_12 | 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. |
13_14 | You cast Confusion centered on yourself. |
15_16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17_18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19_20 | You cast Grease centered on yourself. |
21_22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23_24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
25_26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27_28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29_30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31_32 | 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. |
33_34 | Maximize the damage of the next damaging spell you cast within the next minute. |
35_36 | 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. |
37_38 | 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. |
39_40 | You regain 2d10 hit points. |
41_42 | 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. |
43_44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45_46 | You cast Levitate on yourself. |
47_48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49_50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute, you must shout when you speak. |
63-64 | You cast Fog Cloud centered on yourself. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | 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. |
71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75-76 | 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. |
77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. |
83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast Mirror Image. |
87-88 | You cast Fly on a random creature within 60 feet of you. |
89-90 | 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. |
91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. |
99-00 | You regain all expended sorcery points. |
Wild magic 5e Surge Table for Barbarian
At the 3rd level, expect some of the magical energy roiling inside you seldom erupts from you. Roll on the Wild Magic table 5e to determine the magical effect produced when you access your rage.
Suppose the effect requires a saving throw. In that case, the DC equals 8 + your proficiency bonus + your Constitution modifier. At the 14th level, whenever you roll on the dnd Wild Magic table, you may roll the die twice and decide which of the two effects to unleash. Suppose you roll the equal number on both dice. You may ignore the number and choose any effect on the table.
Wild Magic Table for Barbarian 5e
d8 | Wild Magic Surge Effect |
1 | Every creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level. |
2 | You can teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit, that looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses 1 weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of twenty feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Suppose a creature hits you with an attack roll before your rage ends. In that case, that creature takes 1d6 force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
How does 5e concentration interact with spells cast via the dnd Wild Magic Surge table?
There’s no interaction there. The Wild Magic Surge specifies that if it creates a concentration spell, the sorcerer does not have to maintain concentration on it (and the corollary to that is that the sorcerer cannot stop the spell either). The Surge spell lasts for its entire maximum duration. So any concentration spell that the sorcerer may have to go is not affected (unless the Surge spell damages the sorcerer and causes him to lose concentration). The Wild Magic 5e is a class feature and improves their output. These seem weak but a little more flavorful. Hope the Wild Magic 5e Surge table gets you what you need for rolling the dice.