1 ABSOL ABSOLUTE UTE
Subtrac Subtractt 20 from from all NPC' NPC'ss initiat initiative ive and and take take the the absolu absolute te numbe number. r. Thos Thosee are the the new new initia initiativ tives es for for the remainder of the encounter effective immediately.
2 AC MISH MISHAP AP
The targ target’ et’ss AC is redu reduced ced by by 2 for the the remai remainde nderr of the the encoun encounter ter.. If the the target target has has no armo armor, r, you you and all all allies have a +2 to attack for the remainder of the encounter against this target.
3 AN OPENI OPENING! NG! Roll twice on this this table and choose choose one one of of the results. results. 4 AN You may take one extra bonus action or one extra move action this turn. OPPORTUNITY BONUS 5 ARMOR MOR CLAS LASS Your AC increases by 2 for the remainder of the encounter. BOON 6 ATTUNEMEN ATTUNEMENT T You can attune attune a fourth fourth magic magic item until until you reach reach the the next level level when this this ability ability goes goes away. 7 BALDE BALDERDA RDASH SH You may dash dash for for free free this this turn. turn. 8 BANK BANK
You You may may choo choose se to not not app apply ly crit critic ical al dama damage ge and and ins inste tead ad appl applyy non non-c -cri riti tica call dam damag age. e. On your your next next fumb fumble le treat it as a hit.
9 BANK PL PLUS INTEREST
You may choose to not apply critical damage and instead apply non-critical damage. On your next fumble treat it as a critical.
10 BATTLE BATTLE CRY
All allies allies that that can see see you gain inspirat inspiration. ion. If If they alread alreadyy have it, they they gain an an extra use of it before before the end of their next turn.
11 BEES BEES
A swa swarm rm of bees bees appe appear ars, s, stin stings gs your your targe target, t, disa disapp ppea ears rs,, and and your your targe targett is is poi poiso sone ned d for for the the rem remain ainde derr of of the encounter.
12 BLEEDING BLEEDING OUT
The target suffers the damage rolled for this attack/spell each round until healed.
13 BLOODY BLOODY TRAUMA
The target must make a successful DC 10 + Your Level CON save or its attack/spells only deal half damage for the remainder of the encounter.
14 BODY BLOW BLOW
Your target's target's lung lung is slashed slashed (slashing (slashing weapon) weapon) or pierced pierced (piercin (piercing g weapon) weapon) or ribs are broken broken (blunt (blunt weapon). All of these result in being stunned for 2 rounds and a -1 to attack rolls until healed. 50% chance of right or left side. If this action is impossible due to the nature of the target, then you do standard critical damage and gain an extra action instead.
15 B OO OOST
You gain your level in TEMP HP.
16 BRUTAL BRUTAL WOUND
The target must make a successful DC 10 + Your Level CON save or its speed is halved for the remainder of the encounter.
17 CALAMITOU CALAMITOUS S The target must make a successful DC 10 + Your Level DEX save or it drops whatever it has in hand(s). If BLOW this is not possible, target falls prone. 18 CAN'T HEAL NATURALLY
Target cannot heal naturally until after next long rest.
19 CHARM HARM
You You char charm m you your tar target get (as per per the the char charm m spell pell). ).
20 CHECK BOON You have advantage on one one random ability check until the end of the next next long rest. 21 COMBAT COMBAT TACTICIAN
The spell you just cast has no spell slot cost (or if no spell used here, you have an extra attack per turn) until the end of the encounter.
22 COME CLOSER You may freely attempt to grapple the target if in melee, or the target magically falls prone if it is out of your reach. 23 CONCUSSION CONCUSSION Your INT and and WIS -2 until the the next long rest. rest. Yes, this this is bad. 24 CONFUSED CONFUSED
Your target tries to to strike strike its its nearest nearest ally ally as a reaction reaction with with its its best ranged ranged or melee attack. attack. The The target target may move its normal movement to make this extra attack if needed.
25 CONSPIRA CONSPIRACY CY Your next next attack or spell spell miss (or (or opponent opponent save success success)) is an automatic automatic fumble. fumble. Roll on the the fumble table. Yeah that's bad.
26 CONTRO CONTROLL
Bank Bank one one forced forced reroll reroll against against any oppone opponent nt for the rest rest of of the the encoun encounter ter.. Can Can be used used to to make make an opponent reroll at any time even if you are not the target.
27 CRAZY CRAZY MENTAL You learned the secret to the universe! Gain XP equal to 1/20 the amount between your current XP FLASH and your next level. Then forget secret. 28 D AN ANCER
You may move 5' without provoking.
29 DE DEAF
Target is deafened for 1d4 rounds.
30 DEBILITA DEBILITATING TING CUT
The critical hit does an extra die of damage to the target.
31 DECAPITA DECAPITATED TED
Your target' target'ss head is decapitate decapitated d (slashin (slashing g weapon), weapon), crush crushed ed (blunt (blunt weapon weapon)) or pierced pierced (pierc (piercing ing weapon), or if attack was a spell, some effect to the head related to the type of attack/spell that will likely leave target dead. If this action is not possible due to nature of the target, you do standard critical damage and gain an extra action i nstead. If against PC, the latter effect is used.
32 DEJA VU
Apply the same damage again to the target.
33 DEMORALI DEMORALIZED ZED Your target's target's allies allies who have have line of sight sight to the target target suffer suffer disadvantage disadvantage on on all attacks attacks and saving saving throws for one round. If this action is not possible due to no allies present, then you gain inspiration instead. 34 DIRE DIRE Your allies receive advantage on all attack/saves vs. the target until the start of your next turn. CONSEQUENCES 35 DO YOU YOU WANNA?
You may skip damage now to score hits on your next two attacks even if you miss.
36 DODG DODGER ER
You You hav havee the the dodg dodgee eff effec ectt for for the the nex nextt 1d3 1d3 roun rounds ds,, but but may may con contin tinue ue to act act nor norma mall lly. y.
37 DOUBLE VISION On a hit, your target's attacks have a 50% chance of missing for the rest of the encounter. When When the next hit happens, roll percentage dice and it misses on a 50 or below. 38 DRUNK
Your ta target be becomes in intoxicated fo for 1d 1d4 ro rounds.
39 EARTHQUAK EARTHQUAKE E
DM creates creates effects effects on battlefi battlefield, eld, including including physical physical shifts, shifts, random random prone prone effect effects, s, etc. etc.
40 ENLA ENLARG RGED ED
You You beco become me enl enlar arge ged d per per the the enla enlarg rgee spel spelll unti untill the the end end of of the the enco encoun unte ter. r.
41 EVADE VADER R
You You have ave the the evas evasio ion n effe effecct un until til the the end end of the the enco encoun unte ter. r.
42 EVISCE EVISCERA RATE TE
You do two two stan standar dard d critic critical al hits hits to to the the target target.. 2 x damage damage INCLUD INCLUDING ING 2 x modi modifie fiers. rs.
43EXHA 43EXHAUS USTE TED D
The The tar targe gett add addss 1 leve levell of of exh exhau aust stio ion. n.
44 EYE GOUG GOUGE E
The targ target et is blin linded for for 1 round. und.
45 EZ
Until ntil the the end of your our nex next tur turn, eac each of your your atta attaccks is done agai again nst AC 5 + Half Half Your Your Lev Level (rou round up). up).
46 F AV AVOR
Roll th the da damage tw twice, ta take th the be better re result.
47 FEY MAGIC MAGIC
You may telepo teleport rt the the targ target et up up to its movem movement ent in any any dire directi ction on (inclu (includin ding g the the z axis axis)) to an open open space.
48 FIND IND
Your Your enti entirre par party reco ecovers ers all all spen pent ammo ammo for for this this enti entire re enco encoun unte terr when hen it end ends.
49 FIRE IRE
Some meo one's ne's god god is is on on fir firee! Yo Your tar targ get em eman anat ates es strea treams ms of fir firee at at the the neare earest st 1d4 tar target get all allie iess do doing ing 1d8 fire damage each.
50 FREE FREE SPE SPELL LL
Your Your spe spell ll doe doess not not use use a slot slot.. If not not a spe spell ll,, you you may may make make an an extr extraa atta attack ck..
51FROST 51FROST
Some Someon one' e'ss god god is free freezi zing ng!! You Yourr tar targe gett ema emana nate tess ray rayss of of fro frost st at the the nea neare rest st 1d4 1d4 tar targe gett all allie iess doi doing ng 1d10 cold damage each.
52 FRUSTR FRUSTRAT ATION ION
Your Your target target take takess a -5 to all all attack attackss for the the next next 1d3 1d3 rounds rounds..
53FULL 53FULL HEA HEALT LTH H
You You are are rest restor ored ed to max max HP. HP.
54 GAPING GAPING WOUND
The target takes ongoing 5 +1/2 Its Level damage (round up) per round until healed.
55 GENIUS NIUS
Gain ain pro profi fici cien ency cy in a ran rand dom ski skill ll unti untill af after ter th the nex nextt lo long res rest.
56GET 56GET DOWN DOWN!!
Both Both you you and and your your targ target et fall fall pron prone. e.
57 GOLD! OLD!
A ch chest est wit with h Yo Your Lev Leveel x d100 gold gold appe appear arss nex nextt to to you you in a ran rand dom ope open n sp space. ace.
58 GRAPPLE GRAPPLED D AND RESTAINED
Your target is both grappled and restrained by the environment (vines shoot up from the ground, etc.). Escape DC is 10 + Your Level of the target.
59 GRATUITO GRATUITOUS US Roll twice on this table and apply both results. VIOLENCE 60 GRUESOME GRUESOME HIT
The target must make a successful DC 10 + Your Level CON save or receive disadvantage for its next attack or enemies gain a +2 to save against target's next spell DC.
61 GUARDED GUARDED
Any of of your your allies allies adjacent adjacent to the the target target may immedi immediately ately take an attack of opport opportunity unity against against it. If If no allies are adjacent, all allies gain advantage on the target through their next attacks.
62GUID 62GUIDED ED
You You hav havee Gui Guida danc ncee on on you yourr nex nextt abi abili lity ty chec checkk (1d (1d4) 4)..
63 HALF HALF
All All com comba bata tant ntss on on the the battl battlef efie ield ld are are set set to half half their their orig origin inal al HP. HP. Tha Thatt inc inclu lude dess you you smar smartt ass ass..
64 HAMSTRING HAMSTRING The target target is restrai restrained ned until until the end end of its next next turn. turn. 65 HATEFUL HATEFUL ATTACK
You deal an extra die of psychic damage to the enemy as your attack is empowered by pure hatred.
66 HEAD BLOW The target loses loses an ear (slashing weapon), weapon), or an eye (piercing weapon), weapon), or blow to the skull (blunt (blunt weapon), or (if weapon was a spell) some effect related to the type of atta ck/spell. 50% of left or right side. Loss of ear or eye both result in permanently granting combat advantage to all opponents. Blow to the skull permanently reduces intelligence by 4 and knocks target unconscious (DC 10 CON + Level save at the beginning of any turn ends condition). If this action is impossible, then you do standard critical hit damage and gain an extra action instead. 67 HEAVENLY HEAVENLY BOON
You gain the benefits of the Bless spell for one minute.
68 HEINOUS HEINOUS All enemies suffer disadvantage for their next attack (or allies have advantage on their spell DC). PUNISHMENT 69 HELLISH HELLISH DISTRESS
The target suffers the effects of a Bane spell for the remainder of the encounter.
70 HOLD ON A Your party gains advantage on persuasion and/or intimidation for purposes of stopping the fight for the SEC rest of the encounter if desired. 71 HORNY HORNY
Your Your targe targett hump humpss the the leg leg of the neares nearestt creat creature ure for one full full round round.. Extra Extra moveme movement nt is is grant granted ed to accomplish this.
72 HORRIFIC HORRIFIC GASH
The target loses its next action as it staggers in shock from its wound.
73 HOW'S THAT THAT Everything involving you has disadvantage for the next 1d4 rounds. This includes enemies having NOW? advantages regarding you. Bad! 74 I HAT HATE E IT! IT!
Roll Roll a d6, d6, los losee thi thiss man manyy HP. HP. Yes, Yes, a bad bad crit critic ical al..
75I LOVE LOVE IT! IT!
Roll Roll a d10 d10,, gai gain n thi thiss man manyy TEM TEMP P HP. HP.
76 IMMU IMMUNE NE
You You are are immu immune ne to cri criti tica call dam damag agee for for the the rest rest of of the the enco encoun unte ter. r.
77 IMMUNI IMMUNITY TY
You are imm immune une to all damage damage types types for 1 roun round. d.
78INGOR 78INGORE E
Igno Ignore re targ target et's 's resi resist stan ance cess for for this this atta attack ck..
79 INSPIRATION You gain Inspiration. If you already have inspiration, you may use this extra inspiration before the end of of your next turn. 80 INSPIRING INSPIRING STROKE
Your allies within 30 feet gain a Bardic (d8) inspiration die that can be used during this encounter.
81 IS THIS RIGHT?
You are invisible for 1 round if you wish, even when attacking.
82 IS THIS THIS YOUR Several hundred playing cards magically fly out of your sleeve distracting your target. Your target grants CARD? advantage to attacks for 1 round. 83 IT IS DONE DONE
The target target is reduc reduced ed to zero zero HP! If the target target is is a an NPC, NPC, and the creature creature's 's CR level level is above above attacker attacker's 's level, then it loses only half of its remaining HP.
84KHARM 84KHARMA A
Your Your targ target et take takess 1d1 1d10 0 dam damag agee fro from m kha kharm rma. a.
85 KNEE CRACK CRACK Your target' target'ss leg is cut cut off at at the knee knee (slashin (slashing g weapon), weapon), or or knee is is broken broken (blunt (blunt weapon weapon), ), or knee knee is split (piercing weapon), or (if weapon is spell) some effect to the knee related to the type of attack/spell, and target falls prone, and movement reduced to 1/2 speed. If this action is impossible due to the nature of the target, then you do standard critical damage and gain an extra action instead. 86 KNOCKD KNOCKDOWN OWN You knock knock the the targe targett prone. prone. 87 KNOCKOUT The target is unconscious (DC 10 + Your Level CON save at start of turn or target taking damage ends). BLOW 88 LAST LAST GASP GASP
You You los losee the the need need to brea breath thee for for 24 hour hours. s.
89 LEARNED A BIT
You learned a little. Gain XP equal to 1/5 the amount between your current XP and your next level.
90 LEARNED A LOT
You learned a lot. Gain XP equal to 1/10 the amount between your current XP and your next level.
91 LET'S TRADE TRADE
All player playerss trade trade their their PC PC with with another another random random player player for for the the rest rest of the encounter encounter,,
92 LIES LIES
Your Your targ target et can can onl onlyy tel telll lie liess for for 24 hour hours. s. Only Only the the aff affec ecte ted d sho shoul uld d be be awa aware re of this this (DM (DM dis discr cret etio ion) n)..
93 LIGHTNING LIGHTNING
Someone's Someone's god lit it it up! up! Your Your target target emanates emanates bolts bolts of lightning lightning at the the nearest nearest 1d4 target allies doing doing 1d12 lightning damage each.
94 LUCKY NUMBER
For the rest of the encounter if an enemy deals more damage to you than your remaining points then you resist that damage.
95 MADN MADNES ESS S
Your Your targ target et suff suffer erss an an eff effec ectt fro from m the the shor shortt ter term m mad madne ness ss table table..
96 MAGIC MAGIC ITEM ITEM
You gain a rando random m magic magic item item from from the the DMG DMG tables tables (lev (level el appro appropri priate) ate)..
97 MAGI MAGIC C PIL PILLL
You You gai gain n 1/2 1/2 your your woun wound d HP HP bac back. k.
98 MART MARTYR YR
You You may may add add psy psych chic ic dam damag agee trad tradin ing g 1 for for 1 red reduc ucin ing g your your own own HP up to to a max maxim imum um equ equal al to to 3 x Your Your Level. This damage can't be resisted or lessened by the target.
99 MASTER OF OF ALL SPACE AND TIME
You are immune to all damage and all your attacks do maximum damage until the end of you next turn.
100 MIGHTY MIGHTY BLOW
You do three standard critical hits to the target. 3 x damage INCLUDING 3 x modifiers.
101 MIGHTY MIGHTY MIGHTY BLOW
The critical hit does quadruple damage dice instead of the usual double damage dice. 4 x damage, but only the original modifier.
102 MINION MINIONS S
Two 1 HP mini minions ons friend friendly ly to you (DM choic choice) e) appea appearr in rand random om availa available ble adja adjacen centt spaces spaces next next to your your target.
103 MODIFI MODIFIED ED
You do extra extra damage damage on this this atta attack ck equal equal to the modifie modifier. r.
104 MOMENTUM MOMENTUM You gain advantage advantage on your next attack. attack. 105 MUTE TILL MIDNIGHT
Your target is mute until midnight.
106 MY HAND HAND
Your Your target target loses loses a finger finger (slas (slashin hing g weapon weapon), ), or break breakss fingers fingers (blu (blunt nt weapo weapon), n), or or has a hand hand muscl musclee punctured (piercing weapon), or (if weapon was a spell) some effect to the fingers or arm related to the type of attack/spell. 50% chance of either main or offhand. This hand or arm will suffer a -2 penalty on all checks for the rest of the encounter or until appropriate healing spell cast upon target. If this action is not possible due to the nature of the target, t hen in addition to standard critical damage, you gain an extra action instead.
107 NASTY NASTY BIT O' Reroll all 1s, 2s, and 3s on the damage roll for this attack/spell. BUSINESS 108 NICE MOVE YOU S.O.B.
You gain the benefits of the Blur spell for one minute.
109 NICKED NICKED AN ARTERY
The target must make a successful DC 10 + Your Level CON save or suffer an ongoing 1d8 damage every round until it saves. Save at end of turn.
110 OFF BALANCE Target is subject to all possible opportunity opportunity attacks from all your your allies adjacent to it. 111 111 ONGO ONGOIN ING G
For For 1d4 1d4 roun rounds ds eve every ry hit hit you you mak makee is a cri critic tical al hit. hit.
112 112 OPPO OPPORT RTUN UNIT ITY Y
You You may may take take an an extr extraa stan standa dard rd act actio ion n this this turn turn..
113 OVER THE MOON Until the next long rest you can fly at the same speed as your standard speed. speed. 114PARR 14PARRY Y
You You gai gain n +2 +2 to to all all your our def defen ense sess (A (AC an and/o d/or spe spell ll DC sav saves es)) fro from m th the tar targe gett unt until il the the end end of your our next turn.
115 PERMANENT GAIN GAIN Roll a d6. On a 6, you gain 1 on a random random ability permanently. 116 PIZZA LIZARDS LIZARDS
1d4 Lizard Lizardfolk folk show show up up looking looking to steal pizza. pizza. They They fight fight for for 1d3 round roundss then run away. away. If there IS IS pizza, they try to steal it.
117 PLANES PLANES ALIGN ALIGN
Gravity, Gravity, wind, and magic forces forces allow allow you to rearran rearrange ge all creatures creatures within within your sight on the the battlefield.
118 POUNDI POUNDING NG
Immedi Immediate ately ly make make ano anothe therr attac attackk again against st the same same targ target et wit with h disa disadva dvanta ntage. ge. Repeat Repeat this this effe effect ct until until you miss.
119 POWER POWER BOOS BOOST T
All your your damag damages es are are +2 for for the the remain remainder der of the the encoun encounter ter..
120 POWERFUL BLOW The critical hit does does triple damage dice instead of the usual double double damage dice. 3 x damage, but only the original modifier. 121 PRESS YOUR LUCK You may roll a die, call odd or even, even, if you are correct, the damage doubles. doubles. You may repeat this process until you stop or fail. 122 PRESSURE PRESSURE POINT POINT The target target is paralyzed paralyzed for 1 round. round. 123 PU PUSHED
You may push the target 5'.
124 124 PUSH PUSHED ED HARD HARD
You You may may push push the the targ target et 10' 10'..
125 QUICK
You ha have ad advantage to to your in initiative un until th the ne next lo long re rest.
126 R AG AGER
You experience the effects of rage for 1d4 rounds.
127 RANDOM RANDOM ONGOING
Your target suffers ongoing damage equal to Level until it saves (DC 10 CON + Level). Save attempts come at the beginning of its turn after taking the damage.
128 REGENE REGENERAT RATE E
You regene regenerat ratee half half your your leve levell (rou (round nd up) in HP HP per per round round for 1d6 rounds rounds..
129 REINFORCEMENTS 1-4 more of similar ally NPC reinforcements reinforcements arrive (per DM discretion). 130 RESIST RESISTANC ANCE E
You are resist resistant ant to the type type of of dama damage ge you attack attacked ed wit with h for for the rest rest of of the the encoun encounter ter..
131 131 RISK RISK IT
You You may may incr increa ease se your your fumb fumble le rang rangee to 1-3 1-3 to add add 5' to your your reac reach h and and rang ranges es for for the the rem remai aind nder er of the encounter.
132 ROUNDABO ROUNDABOUT UT
You may attack attack a threaten threatened ed foe foe adjacen adjacentt to your target at -5 if you you wish wish as a free free action. action.
133 RUINOUS RUINOUS HARM HARM
The target target must must make a success successful ful DC 10 + Your Level Level CON save save or suffer suffer an addition additional al 1d12 1d12 damage.
134 134 RUPT RUPTUR URE E
Your Your targ target et suff suffer erss ong ongoi oing ng dama damage ge equa equall to to hal halff its its Leve Levell (ro (roun und d up) up) unt until il a suc succe cess ssfu full med medic icin inee check (DC 10 + Your Level CON) is done on it. This must include one use of a healer's kit. No other means can stop the rupture.
135 RUTHLESS RUTHLESS ASSAULT
You may immediately make an extra attack/spell vs. the same target.
136 136 SAVE SAVE BOO BOON N
You You hav havee adva advant ntag agee on one one rand random om abili ability ty sav savee unti untill the the end end of of the the next next lon long g rest rest..
137 SC SCARED
The target must flee for 1 round.
138 SC S CARY
The target is frightened of you for 1d4 rounds.
139 SEEING SEEING A LOT OF Target has a 50% chance of missing on its next hit. When the next hit happens, roll percentage STARS dice and it misses on a 50 or below. 140 SEEING SEEING STAR STARS S
Target Target has has a 20% 20% chance chance of of missin missing g on its its next next hit. When When the the next next hit hit happen happens, s, roll roll perce percenta ntage ge dice and it misses on a 20 or below.
141 S HI HIMMY
You become incorporeal for 1d4 rounds.
142 SHOCKING SHOCKING VIOLENCE
You receive advantage for all attacks vs. this opponent for the remainder of the encounter. Or they have disadvantage against your spell DC.
143 SHOULDER SHOULDER POP
Your target's arm i s cut off at the shoulder (slashing weapon), or shoulder is broken (blunt weapon), or shoulder is torn (piercing weapon), or (if weapon was a spell) some effect to shoulder related to the type of attack/spell. Any of these result in the target being stunned for 2 rounds. 50% chance chance of main or offhand. Broken or torn shoulders shoulders will result in a permanent -2 to all checks until healed. If this action is impossible due to the nature of the target, you do standard critical hit damage and gai n an extra action instead.
144SHU 44SHUT UP UP
Your Your targ target et is mu mute te for 1d4 rou round ndss.
145 SKILL SKILL BOON You have have advantage advantage on one one random random skill skill check until until the end end of the the next long long rest. rest. 146 SLOW AND The target must make a successful DC 10 + Your Level CON save or suffer an ongoing 2d4 per round AGONIZING until it saves. Save at end of turn. DEATH 147 SOMEONE SOMEONE HIT THIS THING
The target is now vulnerable to bludgeoning damage for the remainder of the encounter.
148 SOMEONE SOMEONE SLICE THIS THING
The target is now vulnerable to slashing damage for the remainder of the encounter.
149 SOMEONE SOMEONE STAB THIS THING
The target is now vulnerable to piercing damage for the remainder of the encounter.
150 SPINAL SPINAL TAP TAP
Target Target suffers suffers 11 damage. damage. This one goes to 11 11 doesn't doesn't it?
151 SPIRITUA SPIRITUALL WEAPON
A spiritual weapon you control appears for 1d4 rounds then disappears. You may use it immediately.
152 S TO TOP
Your ta target's sp speed is is ze zero for 1 round.
153 153 STUC STUCK K
Your Your targ target et's 's move moveme ment nt is zero zero unti untill the the end end of its its next next turn turn..
154 STUNNING STUNNING BLOW
The target is stunned for 1 round.
155 SUNSHINE SUNSHINE
A weird weird reflect reflection ion and and some some kind of magnify magnifying ing glass glass effect effect ignites your target and does does an an extra extra 1d6 fire damage.
156 SUPER SUPER The target adds 2 levels of exhaustion. EXHAUSTION 157 SUPER SUPER INSPIRING STROKE
Your allies within 30 feet gain a Bardic (d10) inspiration die that can be used during this encounter.
158SWA 58SWAP
Swap wap plac places es with with targ target et.. As if magi magiccally ally tele telepo port rted ed..
159 SWARM SWARM
You vomit vomit a swarm swarm of of insec insects ts that that initial initially ly atta attacks cks anyon anyonee but but you, you, but but afte afterr that that attac attackk is not loyal loyal to to you. The vomiting does you no harm.
160 TAKE THE INITIATIVE
Starting in the next round, you go first in initiative.
161 161 THE THE END END
Your Your turn turn ends ends,, no no dam damag age. e. Yeah Yeah that that's 's bad. bad.
162 THE OL' Player involved trades characters with random player until the end of the encounter. SWITCHEROO 163 THE SUN! SUN!
The Dayligh Daylightt spell spell is in effect effect for 1d4 round roundss emana emanatin ting g from from the the targ target et for for 500 500'.'.
164 TIME WARP WARP
Time progres progresses ses forward forward with everyon everyonee frozen frozen in time, except except you, you, until until after you you take take your next next turn. turn.
165 TORTUROU TORTUROUS S The target is incapacitated for 1 round. IMPAIRMENT 166 166 TRAP TRAP
A ran rando dom m tra trap p spr sprin ings gs em eman anat atin ing g fro from m you yourr tar targe get' t'ss loc locat atio ion n (DM (DM disc discre reti tion on). ).
167 TRAP
You trigger a random trap (DM discretion).
168 TREASURE TREASURE BOON
If there is treasure for this encounter, it is doubled. (As appropriate regarding magic items).
169 169 TRIA TRIAGE GE
You You kno know w exa exact ctly ly how how man manyy hit hit poin points ts each each enem enemyy has has rema remain inin ing g rig right ht now. now. (Ins (Insta tant ntan aneo eous us effe effect ct,, not ongoing.)
170 170 TRUT TRUTH H
Your Your targ target et can can onl onlyy spe speak ak the the tru truth th for for 24 24 hour hours. s. Only Only the the aff affec ecte ted d shou should ld be awar awaree of of thi thiss (DM (DM discretion)..
171 TURN THE THE TIDE
You gain advan advantage tage on all all ability check checks, s, attack attack rolls, rolls, and saving saving throws throws until until the end of your your next turn.
172 TURN THE THE TIDE AGAIN
You gain advantage against all enemies until the end of your next turn.
173 TURN YOUR HEAD AND COUGH
You literally turn your head and cough and breathe a 30 foot cone of a random damage type where it will cover the most of your enemies. DEX DC is 10 + Your Level (half on a save). Damage is 3x Your Level.
174 UNBELI UNBELIEVA EVABLE BLE
All enem enemies ies fall fall pron pronee and are are incap incapaci acitat tated ed for for 1 round round..
175 UNDERSTANDINGYou UNDERSTANDING You can speak all of the languages spoken by your your target until the end of the encounter at which which time you forget those you didn't already know. 176 UNINTENTIO UNINTENTIONAL NAL Your target moves 10' in a random available direction provoking opportunity attacks. Extra MOVE movement is granted if needed. 177 UN UNLUCKY
Reroll th the at attack dummy!
178 UP AND AND DOWN
You may may add one one to any any ability ability score score and decrease decrease anothe anotherr by one one if you you wish. wish.
179 VERY VERY UNLUCK UNLUCKY Y
Reroll Reroll the the attac attackk with with disa disadva dvanta ntage ge you you dumb dumb ass! ass!
180 VEXING ANGUISH You gain advantage for all attacks vs. the target and the target has disadvantage disadvantage for the remainder of the encounter. 181 VICIOUS VICIOUS LACERATION
The target must make a successful DC 10 + Your Level CON save or suffer an additional 1d8 damage.
182 VILE SUFFERI SUFFERING NG The target target must make make a successf successful ul DC 10 + Your Your Level Level CON save save or receive receive disadvan disadvantage tage for for its next attack or enemies gain a +2 t o save against target's next spell DC. 183 WAS THAT THAT A SPARK?
A loud flash of light blinds and deafens all creatures within a 10 foot radius of you for 1 round.
184 WELL IT'S MAGIC Your target falls unconscious unconscious and is immune to all damage types for 1d4 rounds. 185 WHALE WHALE AND A POT
A killer whale and a potted plant randomly fall from the sky. Wild Magic at work nearby?
186 WHAT GOES GOES UP MUST COME DOWN
Your target is teleported 10 feet in the ai r, falls prone, and takes the fall damage.
187 WHAT IS HAPPENING?
Your target's memory is erased for one hour.
188 WHAT'D YOU PUT PUT The target is poisoned for the remainder of the encounter. ON THAT? 189 WHAT'S WHAT'S THIS NOW?
A neutral monster (randomly chosen by DM) with a CR of the lowest party member wanders onto scene from a random possible direction.
190 WHIRLW WHIRLWIND IND
A mini mini torn tornado ado dev develo elops ps arou around nd you you and and lift liftss all all creat creature uress withi within n 1d3 1d3 x10 x10 feet feet up up in the air 1d3 1d3 x 10 feet and shifts their location 1d3 x 10 feet in a random direction before disappearing. All affected fall.
191 WHO KNOWS? KNOWS?
Your target target explod explodes es and it all goes goes everywh everywhere! ere! The The target target doesn't doesn't neces necessarily sarily die. All All creatures creatures within 30 feet of your target are distracted by flying goo and have disadvantage on their next a ttack (or their targets have a +2 to save agai nst the next spell DC).
192 WHO SHUT SHUT OUT Complete magical darkness everywhere for one round. This darkness is not penetrable by normal THE LIGHTS? dark sights. 193 WHO'S THAT? THAT?
One rando random m adjacen adjacentt ally ally of the target target is also also struck struck by this this attack/s attack/spell pell and and suffer sufferss the equivalent equivalent of half the inflicted damage. If there is no adjacent ally of the target, you have +2 on your next attack (or a +2 to your save against target's next spell DC) vs. same foe.
194 WILD
Roll on on th the wi wild ma magic ta table.
195 195 WISH WISH
You You may may ask ask the the DM to gran grantt you you a wis wish. h. DM disc discre retio tion, n, not not too too outr outrag ageo eous us..
196 WRIST WRIST BLOW
The target's hand is removed at the wrist (slashing weapon), or wrist broken (blunt weapon), or wrist pierced (piercing weapon), or (if weapon was a spell) some effect to wrist related to the type of damage. 50% chance of either main or offhand. Wrist is incapacitated in any case. If this action i s not possible due to the nature of the target, then in addition to standard critical damage, you gain an extra action instead.
197 Y ES ES!
Apply MAX crit damage!
198 YOU You gain +5 bonus to your AC for 1 round. CAN'T HIT ME 199 YOU A split second loud bang. The target and all its allies shrink one size until the next long rest. If they were GOTTA BE tiny, they are now gargantuan. KIDDING ME 200 YOU All enemies attempt to move 5 feet further away from you as a reaction. SUDDENLY STINK
1 ABSO ABSOLU LUTE TE
Subt Subtra ract ct 20 20 from from all all mem membe bers rs of of your your par party ty's 's ini initia tiati tive ve and and tak takee the the abso absolu lute te num numbe ber. r. Tho Those se are are the the new initiatives for the remainder of the encounter effective immediately.
2 AC MISHAP MISHAP
The target target’s ’s AC is increa increased sed by 2 for for the remain remainder der of the encoun encounter ter.. If If the the target target has no armor, armor, you and all allies have a -2 to attack for the remainder of the encounter against this target.
3 AH JEEZ JEEZ
Drop Drop the the thi thing ng that that you you just just atta attack cked ed with with (wea (weapo pon, n, spel spelll foc focus us,, etc etc.) .).. It It glo glows ws for for the the next next 1d4 1d4 rou round ndss causing 2 x Your Level fire damage if touched.
4 ANKL ANKLE E TWI TWIST ST
You You are are rest restra rain ined ed unti untill the the end end of your your next next turn turn..
5 ARMOR MOR CLAS LASS MISHAP
Your AC is reduced by 2 for the remainder of the encounter.
6 BALDE BALDERDA RDASH SH
You dash dash in a rand random om dire directi ction on prov provok oking ing oppo opportu rtunit nityy attack attackss if they they can can happ happen. en.
7 BATTL BATTLE E CRY CRY
All enemie enemiess that that can can see see you you gain gain inspi inspirat ration ion.. If the theyy alrea already dy have have it, it, they they gain gain an extr extraa use use of it befo before re the end of their next turn.
8 BEES EES
A swar swarm m of bee beess appe appear arss, stin stings gs you, disap isappe pear arss, and and you are are pois poiso oned ned for for the the rema remain ind der of the the encounter.
9 BIFF
You take the critical damage yourself.
10 BLEEDING BLEEDING OUT OUT You suffer suffer the damage damage rolled rolled for this this attack/spell attack/spell each each round round until healed healed in some some manner. manner. 11 BO BOOST
Target gains its level in TEMP HP.
12 BRAI BRAIN N FART FART
Lose Lose pro profi fici cien ency cy in in a rand random om ski skill ll unt until il you you fin finis ish h a long long res rest. t.
13 BRAI BRAIN N FREE FREEZE ZE
You You are are para paraly lyze zed d for for 1 rou round nd..
14BROKE 14BROKE IT
Curr Curren entt wea weapo pon n or or spe spell ll cann cannot ot be used used agai again n unt until il the the nex nextt res rest. t.
15 BUTTER FINGERS You must make a successful DC 10 + Your Level DEX save or drop drop whatever is in your hand(s). hand(s). If this is not possible, you fall prone. 16 CABIN CABIN FEVER FEVER
You use all possibl possiblee movemen movementt to head towards towards the the neares nearestt exit. exit. Once Once past past that that exit, exit, you you may may return return after waiting one turn.
17 CAN'T HEAL NATURALLY
You cannot heal naturally until after next long rest.
18 CHECK CHECK BANE BANE
You have have disad disadvan vantag tagee on one one rando random m ability ability chec checkk until until the end end of of the next next lon long g rest. rest.
19 CLEA CLEAVE VE
One One adj adjac acen entt all allyy of of you yours rs to the the tar targe gett is is str struc uckk ins inste tead ad by this this attac attack/ k/sp spel elll and and suff suffer erss the the equi equiva vale lent nt of half the inflicted damage (round up). If there is no adjacent ally, you have disadvantage on your next attack (or foe has advantage vs. your spell DC).
20 COME CLOSER CLOSER
The target target may freely freely attempt attempt to grapple grapple you you if in melee, melee, or you you magically magically fall fall prone if you you are out out of its reach.
21 COMPULSI COMPULSION ON
You are compe compelled lled to try try and and stop stop the the fighting fighting by any any means means neces necessary. sary.
22 CONCUS CONCUSSIO SION N
Your Your INT INT and WIS -2 until until the the next next long long rest. rest.
23 CONFUS CONFUSED ED
You try to to strike strike a rand random om ally ally (DM (DM choo chooses ses)) with with your your best best attac attackk or spel spelll (1st (1st level level spell spell only only). ). Extra Extra action and movement granted if necessary.
24 CONSPIRA CONSPIRACY CY
Your next attack or spell spell miss miss (or (or oppon opponent ent save save succe success) ss) is an automatic automatic fumble. fumble. Roll Roll on on this this table. table.
25 COSTLY MISTAKE Your target may reroll all 1s and 2s on the damage damage roll for his next successful attack/spell attack/spell vs. you. 26 CUT MYSELF MYSELF SHAVING
You must make a successful DC 10 + Your Level CON save or suffer ongoing 1d8 damage every round until you save. Save at end of turn.
27 DANCER
Your ta target ma may mo move 5' 5' wi without pr provoking.
28 DE DEAF
You are deafened for 1d4 rounds.
29 DEMORALI DEMORALIZED ZED Your allies allies who have have line of sight sight to you suffer suffer disadvan disadvantage tage on all attacks attacks and saving saving throws throws (enemies (enemies have advantage against their spell DCs) for one round. If this action is not possible due to no all ies that can see you, then you lose any inspiration you have. 30 DIRE DIRE Your allies receive disadvantage on all attacks/saves vs. the target until the start of your next turn. CONSEQUENCES
31DISFA 31DISFAVO VOR R
Roll Roll the the dam damag age, e, appl applyy hal halff of of it it (ro (roun und d up) up) to the the tar targe gett as as TEM TEMP P HP. HP.
32 DISRUP DISRUPTIO TION N
Your Your weapo weapon n beco becomes mes stuck stuck to to you you as if magne magnetiz tized ed by by magic magic.. You You must must make make a DC 10 + Your Your Level Level STR or DEX check to remove it as an action. If you cast a spell, your mind is disrupted and you cannot cast again until you make a WIS save against your own spell DC as an action.
33 DO BET BETTE TER R
You You must must mak makee a succ succes essf sful ul DC DC 10 + Your Your Lev Level el CON CON sav savee or your your att attac ack/ k/sp spel ells ls onl onlyy deal deal hal half f damage for the remainder of the encounter.
34 DODG DODGER ER
Your Your targ target et has has the the dod dodge ge effe effect ct for for the the nex nextt 1d3 1d3 roun rounds ds,, but but may may cont contin inue ue to act act nor norma mall lly. y.
35 DON'T INHALE INHALE THAT!
You are poisoned for the remainder of the encounter.
36 DONKEY DONKEY EARS EARS
Your ears become become as long as donke donkeyy ears. ears. You You CHA CHA is reduced reduced by by 1 until you have them altered altered (fixed),
37 DOUBLE DOUBLE VISION VISION On a hit, your your attacks have have a 50% chance chance of missing missing for 1d3 1d3 rounds. rounds. When When these hits hits happens, happens, roll percentage dice and it misses on a 50 or below. 38 DO DOWN
Both you and your target falls prone.
39 DR D RUNK
You become intoxicated for 1d4 rounds.
40 EARTH EARTHQUA QUAKE KE
DM creates creates effec effects ts on battle battlefie field, ld, inclu includin ding g physica physicall shifts, shifts, rand random om prone prone effect effects, s, etc. etc.
41 ECHOING ECHOING FAILURE
For 1d4 rounds every hit you make is done at minimum damage.
42EFFED 42EFFED
All All thr threa eate teni ning ng enem enemie iess (yo (you u are are with within in thei theirr thr threa eatt ran range ge)) may may have have a fre freee opp oppor ortu tuni nity ty atta attack ck on you. you.
43 EMBARRASSING EMBARRASSING FUMBLE
Your allies who can see and/or hear you have disadvantage on their attacks (or cannot cast any spells) for 1 round from laughing so hard at your screw up.
44 ENLA ENLARG RGED ED
Your Your targ target et beco become mess enl enlar arge ged d per per the the enl enlar arge ge spel spelll unt until il the the end end of of the the enco encoun unte ter. r.
45 ENVIRONMEN ENVIRONMENTAL TAL If there is an environmental hazard (water, lava, cliff, quicksand, etc.), you find yourself being pulled by HAZARD magic toward it at your movement speed per round. A DC 10 + Your Level DEX check at the beginning of your turn saves being pulled. Once at/in the hazard, you are restrained until an ally can rescue you. If there are no hazards, you fall unconscious until something rouses you. 46 EVADE VADER R
Your Your targ target et has has the the evasi vasio on effe effecct until ntil the the end end of the the enc encount ounter er..
47 EXHAUSTED
You ga gain 1 le level of of ex exhaustio tion.
48 EYE GOUGE
You are blinded for 1 round.
49 FA F ALL DOWN
You fall prone.
50 FED
You fe feel as as th though yo you ju just at ate a heavy me meal. Yo Your ne next th three we weapon at attacks su suffer a -5 to to hi hit.
51 FESTERING FESTERING WOUND
You take ongoing 1d6 damage. DC 10 + Your Level CON saves at the beginning of your turn after taking damage.
52 FEY FEY MAGI MAGIC C
The The DM DM may may tele telepo port rt you you up to to you yourr move moveme ment nt in in any any dir direc ecti tion on (inc (inclu ludi ding ng the the z axis axis)) to an ope open n space.
53 FIRE IRE
Some meo one's ne's god god is on fire fire!! Your Your targ target et em eman anat ates es strea treams ms of fire fire at your your neare earesst 1d 1d4 alli alliees doin doing g 1d8 fire damage each.
54FROST 54FROST
Some Someon one' e'ss god god is free freezi zing ng!! You Yourr tar targe gett ema emana nate tess ray rayss of of fro frost st at your your near neares estt 1d4 1d4 alli allies es doin doing g 1d1 1d10 0 cold damage each.
55 FRUSTR FRUSTRAT ATION ION
You take take a -5 to all attacks attacks for the next next 1d3 1d3 round rounds. s.
56 GODS GODS HELP HELP YA! YA!
Roll Roll twice twice on this this tabl tablee and appl applyy both both result results. s.
57 GOOD GOOD STUF STUFFF
Take Take an add additi ition onal al full full tur turn. n. Yes, Yes, a posi positi tive ve fumb fumble le..
58 GROIN GROIN PULL PULL
Your Your movem movement ent is halv halved ed unti untill you you make make a succ success essful ful DC 10 10 + Your Your Level Level CON CON save save.. Save Save at at the the end end of your turn beginning on the next turn.
59 GRUESOME MISS You must make make a successful successful DC 10 + Your Level Level CON save or receive disadvantage for your next attack (or enemy has advantage on your spell DC). 60 HALF
All co combatants on the battlefield are se set to to half their original HP.
61 HANGING HANGING ON
You go to zero HP and fall unconscious, however you regenerate one HP at the start of each of your turns for the rest of the encounter.
62 HEADAC HEADACHE HE
You deal deal an extra extra die die of psychi psychicc damage damage to you yourse rself. lf.
63 HEAVENLY HEAVENLY BOON
The target gains the effects of a Bless spell for one minute
64 HEINOUS HEINOUS All allies suffer disadvantage for their next attack (or enemies have advantage on their spell DC). PUNISHMENT 65 HELLISH HELLISH DISTRESS
You suffer the effects of a Bane spell for the remainder of the encounter.
66 HELPLESS HELPLESS
For 1d4 rounds rounds you you are are trapped trapped in an indestruct indestructible ible and impene impenetrabl trablee glass glass box box 5'x5'x10 5'x5'x10',', paralyz paralyzed ed and and mute. You can only watch.
67 HOLY HAND You wish you had the holy hand grenade because a flying rabbit comes at you and does 1d10 damage and GRENADE flies away. 68 HORNY HORNY
You hump hump the the leg leg of the neares nearestt creatu creature re for for one full full round round.. Extra Extra moveme movement nt is is grant granted ed to acco accompl mplish ish this.
69 HORRIFIC HORRIFIC MISS
You lose your next action as you stagger in shock from your failure.
70 I CAN'T CAN'T HIT You are -5 on your next attack/spell (or foe has +5 to spell save). YOU 71 I CAN'T CAN'T THINK
You are now vulnerable to psychic damage for the next 24 hours.
72 I HA HATE IT! IT!
Roll a d6 d6, lo lose this this man many HP HP.
73 I HEAL HEALED ED??
You You gain gain Lev Level el in in TEMP TEMP HP. HP. Tha That' t'ss a good good thi thing ng..
74 I LOVE LOVE IT! IT!
Roll Roll a d10, d10, gain gain thi thiss many many TEM TEMP P HP. HP. Yes, Yes, a good good fumb fumble le..
75 I SUCK, SUCK, HIT ME
You are now vulnerable to bludgeoning damage for the remainder of the encounter.
76 I SUCK, SLICE SLICE You are now vulnerable to slashing damage for the remainder of the encounter. ME 77 I SUCK, STAB STAB You are now vulnerable to piercing damage for the remainder of the encounter. ME 78 I'VE FALLEN FALLEN You are prone for the remainder of the encounter. AND I CAN'T GET UP! 79ICE
The The gro groun und d is is ins insta tant ntly ly cove covere red d in in ice ice ever everyw ywhe here re for for 1d4 1d4 roun rounds ds.. DC DC 10 10 + Your Your Leve Levell DEX DEX save save to not not fal falll prone every 10 feet of movement for all creatures.
80 IMMU IMMUNE NE
Your Your tar targe gett is imm immun unee to cri critic tical al dam damag agee for for the the rest rest of of the the enco encoun unte ter. r.
81 IMMUNI IMMUNITY TY
Your Your targe targett is imm immune une to all all dama damage ge type typess for for 1 round. round.
82 INCURABLE INCURABLE
Any damage damage you you have can can now only only be cured cured by a healer healer 4+ levels levels above above you. you. Hit dice dice or potions potions cannot cannot cure you. Once healed this condition no longer applies. However, if you are level 17+, instead your MAX HP is reduced by Level number permanently.
83 INGORE INGORED D
Any damage damage resist resistanc ances es you have have are are ignore ignored d for for 1d4 1d4 roun rounds ds..
84 INSPIRING INSPIRING GENIUS
Your enemies within 30 feet gain a Bardic (d8) inspiration die that can be used during this encounter.
85 IS THIS RIGHT?
Your target is invisible for 1 round if it wishes, even when attacking.
86 IT AIN'T AIN'T OVER TILL IT'S OVER
You pass out. You are unconscious until the start of your next turn.
87 KHARMA KHARMA
You must must make make a succe successf ssful ul DC DC 10 + Your Your Level Level CON CON save save or suff suffer er 1d1 1d12 2 damag damagee from from kharm kharma. a.
88 KNOCKOUT KNOCKOUT You are unconscious (DC 10 + Your Level CON save at start of turn or taking damage ends). FALL
89 LET'S LET'S TRADE TRADE
All play players ers trad tradee their their PC with with anot another her rand random om playe playerr for the the rest rest of the the encou encounte nter, r,
90 LIES IES
You You can can only nly spe speak ak lies lies for for 24 24 ho hours. rs. Onl Onlyy th the aff affec ecte ted d sh should uld be be aw aware are of of th this (DM (DM dis discr cret etio ion n).
91 LIGHTN LIGHTNING ING
Someon Someone's e's god god lit lit it up! Your Your targ target et emana emanates tes bolt boltss of light lightnin ning g at your your neare nearest st 1d4 1d4 allies allies doin doing g 1d12 1d12 lightning damage each.
92 LIGH IGHTNIN TNING G ROD
For 1d4 rounds all ranged spells must target you. During this time, you have resistance to all spell damage and advantage on all spell saves.
93 LOSE OSE
You Your enti entire re part partyy can cannot not reco ecover any any spen spentt ammo ammo for this this entir ntiree enc encounte unterr.
94 LOSE TH THE INITIATIVE
Starting in the next round, you go last in initiat ive.
95 LUCKY
Reroll the attack you lucky bastard!
96 MADN MADNES ESS S
You You suf suffe ferr an an eff effec ectt fro from m the the shor shortt ter term m mad madne ness ss tabl table. e.
97 MASTER OF OF ALL SPACE AND TIME
Your target is immune to all damage and all its attacks do maximum damage until the end of its next turn.
98 MINI MINION ONS S
Two Two 1 HP min minio ions ns hos hosti tile le to you you (DM (DM cho choic ice) e) app appea earr in ran rando dom m avai availa labl blee adja adjace cent nt spa space cess next next to you. you.
99 MISDIRECT MISDIRECTION ION If you cast cast a spell it is cast in a random random place/direc place/direction tion not not where intende intended d (DM discretion discretion). ). If an attack, you hit a random ally ranged or melee (within your remaining movement). If neither is possible, you lose your next action. 100 MISFIR MISFIRE E
If spell, spell, slot slot is burned burned,, but but spell spell does does not not work work.. Inst Instead ead you conjur conjuree thre threee host hostile ile undead undead of DMs choic choicee (CR equal to lowest party member level). If weapon attack, you throw your weapon 5 x your STR feet in a random direction.
101 101 MODI MODIFI FIED ED
The The tar targe gett gain gainss the the modi modifi fier er on the the attac attackk in in TEM TEMP P HP. HP.
102 MOMENT MOMENTUM UM
Your Your target target gains gains adva advanta ntage ge on its its next next attac attack. k.
103 MORE THAN THAN A Roll twice on this table and choose one of the results. BARGAIN 104 MOVE IT BUDDY
On your next turn you can only take the move action.
105 MUTE TILL MIDNIGHT
Your are mute until midnight.
106 MY BA BAD
Damage is is so somehow ap applied ied to to a random al ally.
107 NASTY NASTY BIT O' Reroll all top half damage dice for your next hit (or foe spell save fail). Take the new result. (Example: BOOKKEEPING 3d6 results in a 2, 5, and 6. Reroll the 5 and 6 (top half). 108 108 NEAR NEAR DEA DEATH TH You You are are redu reduce ced d to 1 HP. HP. 109 NICE JOB BUDDY
Your enemies within 30 feet gain a Bardic (d10) inspiration die that can be used during this encounter.
110 NICE MOVE YOU S.O.B.
Your target gains the benefits of the Blur spell for one round.
111 111 NO HOPE HOPE
You You have have disa disadv dvan anta tage ge on your your next next save save..
112 112 NO Your turn ends and you cannot do anything until the start of your next turn. OPPORTUNITY 113 NO N O!
Apply MAX crit damage to yourself!
114 NON You lose Inspiration. If you don't have inspiration, you have disadvantage on your next save, check, or INSPIRING attack (or if spell, foe has advantage against your spell DC) whichever comes first. ATTACK/SPELL 115 OFF BALANCE You are subject subject to all possible opportunity opportunity attacks from from all the target's allies adjacent to you. 116 PANIC ATTACK ATTACK You immediately suffer the the effects of the Confusion Confusion spell for for 1d4 rounds. rounds. 117 117 PARR PARRY Y
You You are are -2 to all all you yourr atta attack ckss (or (or foes foes have have +2 agai agains nstt your your spel spelll DC) DC) on the the targ target et unt until il the the end end of of you yourr next turn.
118 PERMANENT LOSS Roll a d6. On a 1, you lose 1 on on a random ability permanently. 119 PIZZA LIZARDS LIZARDS
1d4 Lizard Lizardfolk folk show show up up looking looking to steal pizza. pizza. They They fight fight for for 1d3 round roundss then run away. away. If there IS IS pizza, they try to steal it.
120 120 PLEA PLEASE SE HEL HELP P
Suff Suffer er you yourr own own criti critica call dama damage ge.. And And lose lose any any insp inspir irati ation on you you hav have. e.
121 POWER POWER REDUCTION
All your damage rolls are -2 for the remainder of the encounter.
122 PURPOSEFU PURPOSEFULL CLUMSINESS
You must make a successful DC 10 + Your Level CON save or suffer an additional 1d8 damage.
123 PU PUSHED
The target may push you 5'.
124 124 PUSH PUSHED ED HARD HARD
The The tar targe gett may may push push you you 10' 10'..
125 RAGER
Your ta target ex experiences th the ef effects of of ra rage fo for 1d 1d4 ro rounds.
126 RANDOM RANDOM ONGOING
You suffer ongoing damage equal to Level until you save (DC 10 + Your Level CON). Save attempts come at the beginning of your turn after taking the damage.
127 REGENE REGENERAT RATE E
Your Your targe targett regen regenera erates tes half half its its level level (round (round up) in HP HP per per roun round d for for 1d6 round rounds. s.
128 REINFORCEMENTS 1-4 more of similar enemy NPC reinforcements reinforcements arrive (per DM discretion). discretion). 129 RESIST RESISTANC ANCE E
Your Your targ target et is resi resista stant nt to the type type of of dama damage ge you attacke attacked d with with for the rest rest of of the the enco encount unter. er.
130 130 RISK RISK IT
You You may may incr increa ease se your your fumb fumble le rang rangee to 1-3 1-3 to add add 5' to your your reac reach h and and rang ranges es for for the the rem remai aind nder er of the encounter.
131 ROUNDABO ROUNDABOUT UT
Your target may attack attack one of your your allies adjacent adjacent to to it at -5 if it wishes wishes as a free free action. action.
132 132 RUMB RUMBLE LE
You You bec becom omee ove overl rlyy hun hungr gry. y. Make Make all all att attac acks ks,, sav saves es,, and and chec checks ks at dis disad adva vant ntag agee unt until il you you take take an action to consume a ration.
133 133 RUPT RUPTUR URE E
You You suf suffe ferr ong ongoi oing ng dama damage ge equa equall to to hal halff you yourr Lev Level el (rou (round nd up) up) unt until il a suc succe cess ssfu full med medic icin inee che check ck (DC 10 + Your Level) is done on you. This must include one use of a healer's kit. No other means can stop the rupture.
134 RUTHLESS RUTHLESS FAILURE
Your target gets an immediate attack/spell on you.
135 135 SAVE SAVE BANE BANE
You You hav havee dis disad adva vant ntag agee on on one one rand random om abili ability ty save save unti untill the the end end of the the nex nextt lon long g res rest. t.
136 SC S CARED
You must flee the target for 1 round.
137 137 SCAR SCARY Y MIS MISS S
You You are are frig fright hten ened ed of the the targ target et for for 1d4 1d4 roun rounds ds..
138 SEEING SEEING A LOT OF You have a 50% chance of missing on your next hit. When the next hit happens, roll percentage STARS dice and it misses on a 50 or below. 139 SEEING SEEING STAR STARS S
You have have a 20% 20% chanc chancee of missi missing ng on you yourr next next hit. hit. When When the next next hit hit happen happens, s, roll roll perce percenta ntage ge dice and it misses on a 20 or below.
140 SHIMMY
Your ta target be becomes in incorporeal fo for 1d 1d4 ro rounds.
141 SHOCKING SHOCKING VIOLENCE
You have disadvantage for all attacks (or foe has spell DC save advantage) vs. this opponent for the remainder of the encounter.
142 SH SHUT UP
You are mute for 1d4 rounds.
143 SH S HY
For the rest of the encounter you may not attack the target.
144 144 SKIL SKILLL BANE BANE
You You hav havee dis disad adva vant ntag agee on one one rand random om skil skilll chec checkk until until the the end end of of the the next next lon long g rest rest..
145 145 SLIM SLIME? E?
Your Your targ target et spli splits ts into into two two iden identi tica call copi copies es of itse itself lf,, each each with with half half the the curr curren entt hit hit poin points ts..
146 SLOW
You suffer disadvantag tage to your initiat iative until til the the next long rest.
147 SLOW AND AGONIZING DEATH
You're hurt in some mysterious manner and must make a successful DC 10 + Your Level CON save or suffer ongoing 2d4 damage per round until you save. Save at the beginning of your turn after taking damage.
148 148 SPIN SPINAL AL TAP TAP
You You suf suffe ferr 11 11 dam damag age. e. This This one one goe goess to to 11 does doesn' n'tt it? it?
149 SPIRITUA SPIRITUALL WEAPON
A spiritual weapon appears and attacks you for 1d4 rounds then disappears.
150 ST STOP
Your speed is zero for 1 round.
151 151 STOP STOPPE PED D
You You can canno nott act act in any any way way unti untill som someo eone ne else else heal healss you you in any any man manne ner. r.
152 STUCK
Your movement is zero until the end of your next turn.
153 STUNNING STUNNING MISS MISS You are are stunned stunned for for 1 round. round. 154 STUPID!
Take psychic damage equal to your level.
155 SUNSHI SUNSHINE NE
A weir weird d refl reflect ection ion and some some kind kind of magnif magnifyin ying g glass glass effect effect ignite ignitess you you and does does 1d6 fire fire dama damage. ge.
156 SUPER SUPER EXHAUSTION
You gain 2 levels of exhaustion.
157 SWAP
Swap places with target. As if magically teleported.
158 158 SWAR SWARM M
Your Your targ target et vomi vomits ts a swa swarm rm of inse insect ctss tha thatt ini initia tiall llyy att attac acks ks anyo anyone ne but but it, it, but but aft after er that that attac attackk is is not not loyal to the target. The vomiting does the target no harm.
159 THE OL' SWITCHEROO
Player involved trades characters with random player until the end of the encounter.
160 THE STRUGGL STRUGGLE E
Until the the end of your your next turn, turn, each of your your attacks attacks is done against against AC 20 + Half Your Your Level (round (round down).
161 161 THE THE SUN SUN!!
The The Day Dayli ligh ghtt spe spell ll is in effe effect ct for for 1d4 1d4 roun rounds ds em eman anati ating ng from from the the tar targe gett for for 500' 500'..
162 TIME TIME WARP WARP
Time Time progre progresse ssess forw forward ard with with ever everyon yonee froze frozen n in time, time, exce except pt your your targe target, t, until until after after it it takes takes its its next next turn.
163 TORTUROU TORTUROUS S IMPAIRMENT
You are incapacitated for 1 round.
164 TR T RAP
You trigger a random trap (DM discretion).
165 TREASURE TREASURE GO BYE BYE
If there is treasure for this encounter, there is none.
166 166 TRIP TRIPPE PED D
You You mus mustt mak makee a succ succes essf sful ul DC 10 + You Yourr Lev Level el CON CON sav savee or or you yourr spe speed ed is halv halved ed for for the the rema remain inde derr of the encounter.
167 167 TRUT TRUTH H
You You can can only only spea speakk the the trut truth h for for 24 hour hours. s. Only Only the the aff affec ecte ted d sho shoul uld d be be awar awaree of of this this (DM (DM dis discr cret etio ion) n)..
168 TURN THE THE TIDE You have have disadvantag disadvantagee on all ability check checks, s, saving saving throws, throws, and attacks attacks rolls rolls (foes have have advantage advantage against your spell DC saves) until the end of your next turn. 169 TURN THE THE TIDE You have disadvantage against all enemies on the battlefield (or they have advantage on spell DC AGAIN saves) until the end of your next turn. 170 TURN YOUR HEAD AND COUGH
You literally turn your head and cough and breathe a 30 foot cone of a random damage type where it will cover the most of your allies. DEX DC is 10 + Your Level (half on a save). Damage is 3x Your Level.
171 UNBELIEVA UNBELIEVABLE BLE
All allies fall prone prone and are incapa incapacitated citated for 1 round. round.
172 UNBELIEVA UNBELIEVABLE BLE
Your entire entire party party falls falls prone prone and are incapac incapacitated itated for 1 round. round.
173 UNGUARDE UNGUARDED D
Any allies of your your target adjacent adjacent to you may immedi immediately ately take an attack attack of of opportu opportunity nity against against you. you. If no target allies are adjacent to you, all enemies gain advantage on you through their next attacks on you.
174 UNINTENTIO UNINTENTIONAL NAL You move 10' in a random available direction provoking opportunity attacks. Extra movement is MOVE granted if needed. 175 UP AND DOWN DOWN You may add add one one to any ability ability score score and decreas decreasee another another by one one if you wish. wish. 176 176 VERY VERY LUCK LUCKY Y
Rero Reroll ll the the atta attack ck with with adva advant ntag agee you you luck luckyy son son of a bitc bitch! h!
177 VEXING VEXING ALLEVIATION
You have disadvantage for all attacks (or targets have advantage on spell DC saves) for the remainder of the encounter.
178 VEXING VEXING ANGUISH
The spell you just cast becomes unusable until after 2 long rests. If no spell used here, any EXTRA attack you have is void until after 1 long rest. If neither is true, you lose all bonus actions until after 1 long rest.
179 VILE VILE SUFFERING
You must make a successful DC 10 + Your Level CON save or have disadvantage for your next attack (or foe has advantage on DC spell save).
180 VULNERABILITY You are vulnerable to all damage types for 2 rounds. 181 181 WAIT WAIT,, WHA WHAT? T?
You You did did hit. hit.
182 WAS THAT THAT A SPARK?
A loud flash of light blinds and deafens all creatures within a 10 foot radius of the target for 1 round.
183 WELL IT'S MAGIC
You fall unconscious and are immune t o all damage types for 1d4 rounds.
184 WHALE WHALE AND A A killer whale and a potted plant randomly fall from the sky. Wild Magic at work nearby? POT 185 WHAT IS HAPPENING?
Your memory is erased for one hour.
186 WHAT'S WHAT'S THIS NOW?
A neutral monster (randomly chosen by DM) with a CR of the lowest party member wanders onto scene from a random possible direction.
187 WHERE'D WHERE'D IT GO?
One random magical item falls off your person.
188 WHIRLWIND WHIRLWIND
A mini torna tornado do develop developss around around you you and lifts lifts all creatures creatures within within 1d3 1d3 x10 x10 feet up up in the air air 1d3 x 10 feet and shifts their location 1d3 x 10 feet in a random direction before disappearing.
189 WHO SHUT SHUT OUT THE LIGHTS?
Complete magical darkness everywhere for one round. This darkness is not penetrable by normal dark sights.
190 WHOOPS WHOOPS
You attack attack your your neare nearest st ally ally using using your your attac attackk or or spell spell that that will will do the most most damag damagee (1st (1st leve levell spell spell only). You are granted an extra action if needed to do so.
191 191 WHY? WHY?
Ever Everyt ythi hing ng invo involv lvin ing g you you has has adv advan anta tage ge for for the the nex nextt 1d4 1d4 roun rounds ds.. Thi Thiss inc inclu lude dess ene enemi mies es havi having ng disadvantages regarding you. That's good!
192 WI WILD
Roll on the wild magic table.
193 WOULDA, WOULDA, SHOULDA, COULDA
Lose your next available attack.
194 194 WTF? WTF?
A spl split it sec secon ond d fla flash sh of dark darkne ness ss.. All All me memb mber erss of of you yourr par party ty are are the the opp oppos osit itee gend gender er unti untill the the next next lon long g rest.
195 195 YIKE YIKES S
Spel Spelll has has oppo opposi site te inte intend nded ed effe effect ct.. DM has has fina finall inte interp rpre retat tatio ion n here here (inc (inclu ludi ding ng no effe effect ct). ). If non non spel spelll attack, your farthest ally somehow takes t his damage.
196 YOU DON'T DON'T LEARN
You are -1 to all ability stats until the end of the encounter.
197 YOU GOTTA GOTTA BE A split second loud bang. You and all your allies shrink one size until the next long rest. If you were KIDDING ME tiny, you are now gargantuan. 198 YOU LOSE LOSE
You lose lose a single single best best abil ability ity (ani (animal mal form form,, highes highestt spell spell slot, slot, seco second nd wind wind,, turn turn undea undead, d, etc. etc.)) as decided by the DM until the next long rest.
199 YOU SMELL SMELL NICE
All enemies attempt to move 5 feet closer you as a reaction.
200 ZOMBIE ZOMBIES S
1d4 1d4 zomb zombies ies rise rise from from the earth earth around around you, you, and and the theyy spen spend d thei theirr firs firstt actio action n and and half half of of thei theirr movement rising from the ground. They will attack anything in sight, but they are ultimately drawn to consume the one who fumbled.