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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 (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
Notes
- A 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 |
|---|---|---|---|
| 1 | ✓ | You gain an additional action this turn. | |
| 1 | Each creature within 9 m (30 ft) becomes Blurred. | ||
| 2 | ✓ | Each creature and item within 6 m (20 ft) starts burning and takes 1d6Fire per turn. | |
| 10 | ✓ | Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
| 2 | ✓ | Each creature within 9 m (30 ft) is randomly transformed into either a cat or a dog. | |
| 1 | Enchant the weapon of each creature within 6 m (20 ft). Their next attack is a Critical Hit and deals an additional 1d4Force. | ||
| 2 | Each creature within 9 m (30 ft) is randomly Enlarged or Reduced. | ||
| 2 | ✓ | Create a vine surface around yourself, slowing down creatures, possibly Entangling them. | |
| 1 | When you hit a target with a spell, heal all creatures within 3 m (10 ft) for 1d4Hit Points per Spell Slot level used. | ||
| 2 | You can Fly until the end of the turn. | ||
| 1 | ✓ | Create a cloud of fog around yourself. Creatures within are Heavily Obscured and Blinded. | |
| 2 | ✓ | You are transformed into a beast. | |
| 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. | |
| 2 | Armour Class is increased by 5 and you are immune to the effects of Magic Missile | ||
| 2 | ✓ | You are Slowed. | |
| 2 | Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | ||
| 2 | Gain the ability to comprehend and communicate with beasts. | ||
| 2 | ✓ | Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Piercing for every 1.5 m (5 ft) it moves. | |
| 1 | ✓ | Summon a hostile mephit. | |
| 1 | Swap positions with a target each time you cast a spell or cantrip. | ||
| 2 | Able to lift and throw objects and creatures with your mind until the end of your turn. | ||
| 1 | Until the end of your next turn, you can use a bonus action to teleport up to 9 m (30 ft) | ||
| 2 | At the start of each turn, trigger a new random magical effect. |






































































