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Wild Magic (passive feature)

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For the Barbarian subclass, see Wild Magic (barbarian subclass).

Wild Magic is a passive feature which can trigger a random magical effect when casting a Level 1 or higher Spell. An effect is triggered when rolling a 20 on a D20.png d20 (i.e., a 5% chance).

Description

Unruly magic sparks and fizzes through your veins.

Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magical effect.

How to learn

Classes:

Used by creatures:

Notes

  • A D20.png d20 is rolled each time you cast a leveled spell. If the result is 20, then a Wild Magic Surge is triggered (i.e., 5% chance).

Wild Magic Surge effects[edit section | visual editor]

Effect Min Level Controlled Chaos Description
Action SurgeAction Surge 1 ✓ You gain an additional action this turn.
BlurBlur 1 Each creature within 9 m (30 ft) becomes Blurred Blurred.
BurningBurning 2 ✓ Each creature and item within 6 m (20 ft) starts burning and takes 1d6⁠Fire⁠Fire per turn.
CambionCambion 10 ✓ Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.
Cats and DogsCats and Dogs 2 ✓ Each creature within 9 m (30 ft) is randomly transformed into either a cat or a dog.
Enchant WeaponsEnchant Weapons 1 Enchant the weapon of each creature within 6 m (20 ft). Their next attack is a Critical Hit and deals an additional 1d4⁠Force⁠Force.
Enlarge/ReduceEnlarge/Reduce 2 Each creature within 9 m (30 ft) is randomly Enlarged Enlarged or Reduced Reduced.
EntangleEntangle 2 ✓ Create a vine surface around yourself, slowing down creatures, possibly Entangling Entangling them.
Explosive HealingExplosive Healing 1 When you hit a target with a spell, heal all creatures within 3 m (10 ft) for 1d4⁠Hit Points⁠Hit Points per Spell Slot level used.
FlightFlight 2 You can Fly Fly until the end of the turn.
FogFog 1 ✓ Create a cloud of fog around yourself. Creatures within are Heavily Obscured Heavily Obscured and Blinded Blinded.
PolymorphPolymorph 2 ✓ You are transformed into a beast.
Resilient SphereResilient Sphere 2 ✓ Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved.
ShieldShield 2 Armour Class Armour Class is increased by 5 and you are immune to the effects of Magic Missile Magic Missile
SlowSlow 2 ✓ You are Slowed Slowed.
Sorcery PointsSorcery Points 2 Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
Speak with AnimalsSpeak with Animals 2 Gain the ability to comprehend and communicate with beasts.
Spike GrowthSpike Growth 2 ✓ Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4⁠Piercing⁠Piercing for every 1.5 m (5 ft) it moves.
Summon MephitSummon Mephit 1 ✓ Summon a hostile mephit.
SwapSwap 1 Swap positions with a target each time you cast a spell or cantrip.
TelekinesisTelekinesis 2 Able to lift and throw objects and creatures with your mind until the end of your turn.
TeleportTeleport 1 Until the end of your next turn, you can use a bonus action to teleport up to 9 m (30 ft)
Turn MagicTurn Magic 2 At the start of each turn, trigger a new random magical effect.