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Sorcerer/Wild Magic Surge

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Übersicht Feats Subklassen Metamagic Wild Magic Surge

2024 Wild Magic Surge Table

d100 Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears after 1 minute. Roll 1d4 to determine the creature: 1 = Modron Duodrone, 2 = Flumph, 3 = Modron Monodrone, 4 = Unicorn (see Monster Manual).
09–12 For the next minute, you regain 5 hit points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to a random effect for 1 minute. Roll 1d8: 1 = faint ethereal music audible to creatures within 5 ft; 2 = your size increases by one category; 3 = feather beard until you sneeze; 4 = you must shout when you speak; 5 = illusory butterflies in 10 ft; 6 = an eye appears on your forehead, granting Advantage on Wisdom (Perception) checks; 7 = pink bubbles float from your mouth when you speak; 8 = your skin turns blue for 24 hours or until Remove Curse.
21–24 For the next minute, all your spells with a casting time of an action instead have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn, then return to the nearest unoccupied space.
29–32 The next damage-dealing spell you cast within the next minute deals maximum possible damage instead of rolling.
33–36 You have Resistance to all damage for 1 minute.
37–40 You turn into a potted plant until the start of your next turn. You are Incapacitated and have Vulnerability to all damage. If reduced to 0 HP, the pot breaks and you revert.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures of your choice within 30 feet become Invisible for 1 minute. The invisibility ends if a creature attacks, deals damage, or casts a spell.
49–52 A spectral shield grants you +2 AC and immunity to Magic Missile for 1 minute.
53–56 You can take one extra action this turn.
57–60 You cast a random spell (no Concentration required). Roll 1d10: 1 = Confusion, 2 = Fireball, 3 = Fog Cloud, 4 = Fly (random creature within 60 ft), 5 = Grease, 6 = Levitate (self), 7 = Magic Missile (5th-level), 8 = Mirror Image, 9 = Polymorph (self, goat on fail), 10 = See Invisibility.
61–64 For 1 minute, any flammable nonmagical object you touch that isn’t worn or carried ignites, takes 1d4 fire damage, and burns.
65–68 If you die within the next hour, you revive as if by Reincarnate.
69–72 You are Frightened until the end of your next turn. The DM chooses the source.
73–76 You teleport up to 60 feet to a space you can see.
77–80 A random creature within 60 feet is Poisoned for 1d4 hours.
81–84 You radiate bright light in a 30-foot radius for 1 minute. Creatures that end their turn within 5 feet of you are Blinded until the end of their next turn.
85–88 Up to three creatures you choose within 30 feet take 1d10 necrotic damage. You regain hit points equal to the total damage dealt.
89–92 Up to three creatures you choose within 30 feet take 4d10 lightning damage.
93–96 You and all creatures within 30 feet have Vulnerability to piercing damage for 1 minute.
97–00 Roll 1d6: 1 = you regain 2d10 HP; 2 = one ally within 300 ft regains 2d10 HP; 3 = you regain your lowest-level expended spell slot; 4 = one ally within 300 ft regains their lowest-level expended spell slot; 5 = you regain all Sorcery Points; 6 = all effects of row 17–20 apply to you simultaneously.
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