Feenstein

Feenstein is a small crystal infused with fey energy that shimmers even in the dark. As a Magic Action while holding it, you can target a creature and cause yourself to have a Wild Magic Surge. The crystal cant be used this way again until the next dawn.

Alternatively, as a Magic Action you can crush the crystal to cause yourself to have a more controlled Wild Magic Surge. If you cause a Wild Magic Surge in this way, after rolling you may increase or decrease the number rolled by one to change the effect. This then destroys the Feenstein shard.

Wild Magic Surge

When a wild magic surge occurs, roll a D100. The effect occurs after the triggering spell is cast. If the effect is followed by a /ins then the effect occurs instead of the triggering spell. For the purpose of spells, if you are not a spellcaster you must choose a stat for your spellcasting ability before rolling.




 


1 - Roll on this table another three times26 - You become treelike in nature. Your speed is reduced by half and your armor class cannot be below 16 regardless of armor.51 - You cast lighting bolt at the triggering spells target /ins76 - A magical voice booms, giving a play by play of what is going on around you for the next hour.
2 - For the next minute you can see invisible creatures if they are in line of sight.27 - You are put under the effects of Crown of Madness, with your target being the nearest creature. The effect ends if you do not attack a creature on your turn.52 - You cast Major Healing Word targeting all creatures in the vicinity77 - Five nearby inanimate objects spring to life around you. They defend themselves, but are otherwise impartial.
3 - You cast Fireball as a 3rd-level spell centered on yourself /ins28 - For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.53 - You regain your lowest-level expended spell slot (or a resource of similar impact determined by the DM if you are not a spellcaster)78 - An unintelligent creature nearby springs to sentience as though Awaken was cast on it for the next 30 days (Algernon)
4 - Arms of Hadar is cast at the target of the triggering spell29 - You cast darkness at your location /ins54 - For the next minute, you must shout when you speak79 - You are wracked with the spell Contagion.
5 - You cast gust /ins30 - You cast Enlarger/Reduce with the enlarge effect on the target55 - You are frightened by the nearest creature until the end of your next turn80 - You gain a level of exhaustion
6 - You cast Magic Missile as a 5th-level spell /ins31 - You cast Enlarge/Reduce with the reduce effect on the target56 - 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 turn81 - You gain a glimpse of the future. The next attack against you automatically misses or the next saving throw you make automatically succeeds
7 - Three nearby objects glow azure and are under the effect of Magic Stone.32 - You cast Flock of Familiars (summoning fey bunnies)57 - YOU ACTION SURGE! Regain your full movement and take a bonus action for free.82 - You transform into a potted plant. After one hour, or whenever the pot breaks (1hp), you return to normal /ins
8 - You cast Primal Savagery and may attack with it as a bonus action33 - You cast Fortune’s Favor on the target of the triggering spell58 - If you die within the next minute, you immediately come back to life as if by the Reincarnate spell83 - Lose your lowest-level available spell slot (or resource of similar impact determined by the DM if you are not a spellcaster)
9 - 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.34 - You cast Tether Essence on two random nearby creatures59 - You regain all expended sorcery points, or one other resource of the DM's choice if you have no sorcery points84 - The area around you in a 20,000 foot radius is under the effect of Forbiddance for the next 30 minutes.
10 - For the next minute, you regain 5 hit points at the start of each of your turns.35 - You cast mirror image on yourself60 - You begin to see otherworldly spirits that give you confusing and convoluted advice85 - You cast Wish using your current desire as the command. This consumes all spell slots and sorcery points /ins
11 - You cast Burning Hands /ins36 - You cast spider climb on the target of the triggering spell61 - For the next hour you must speak in rhymes86 - You sprout luminous spectral wings and gain a flying speed equal to ten plus your walking speed for 1 hour
12 - Cast Chaos Orb at target of triggering spell37 - You cast spiritual weapon /ins62 - You cast Wind Wall appearing at the target and tracing its way back to you. (if the target was you, it surrounds your space in the wall /ins87 - You conjure a Heroe's Feast nearby.
13 - You cast Confusion centered on yourself.38 - You cast summon beast /ins63 - Every creature within 15 feet is affected by the spell Slow.88 - You cast Delayed Blast Fireball at your location, detonating after 1 minute or until impacted /ins
14 - An Antimagic Field with a 1d10*10 feet radius appears centered on your location.39 - You cast silence at the target location64 - Every creature within 15 feet is affected by the spell Haste.89 - You cast Investiture of Stone on yourself for 12 seconds /ins
15 - Creatures have disadvantage on saving throws against the next spell you cast (or other effect if you are not a spellcaster) that require one within the next minute40 - You cast Snilloc's Snowball Storm at the target of the triggering spell /ins65 - You cause all plants within 100 feet of you to become thick and overgrown90 - You cast Bones of the Earth under eight random creatures within 120 feet.
16 - You cast Grease centered on yourself /ins41 - You cast Spray of Cards at the target of the triggering spell /ins66 - You cast Reverse Gravity at the target location and your location (if applicable)91 - A streak of white teleportation magic rushes toward a nearby object, highlighting and invisibly marking it. The next time you wild suge, this item is summoned to your location.
17 - You cast compel duel on yourself and the target of trigger (if there is no clear target, it is the nearest target)42 - The area between you and the target of the triggering spell becomes difficult terrain for 1 minute. Creatures moving into or within the area take 2d4 damage for every 5 feet it travels.67 - You are encircled by a spectral shield. Gain +2 AC and immunity to the Magic Missile spell.92 - Creatures within 30 feet must make a constitution saving throw. On a failed save, they are drawn to the nearest available space to you.
18 - You cast a convincing illusion, swapping the appearances of everybody in the vicinity for one minute43 - You cast Zone of Truth at your location68 - You cast Fabricate, using the materials around you to craft a sculpture of yourself.93 - You conjure a pile of 100 GP that dissipates after 24 hours
19 - You cast invisibility targeting all creatures in the vicinity44 - You fall into a magical sleep. You are awakened by any damage or a creature nudging you awake.69 - Everyone in the vicinity must make a wisdom saving throw (DC16) or be charmed by you until the end of your next turn, becoming deeply euphoric and attributing the euphoria to you94 - You are under the effects of Tenser’s Transformation for 10 minutes. /ins
20 - An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight45 - You cast Conjure Animals, summoning eight giant weasels.70 - You cast Grasping Vine at the target location. It reaches for you, but settles for grappling the next nearest creature. It goes before you in initiative. /ins95 - You cast Divine Word on the target affecting all creatures in the target area.
21 - You turn all water within 60 feet of you into wine.46 - You wild shape into a bear for 12 seconds.71 - You cast Gravity Sinkhole at the target location. /ins96 - You cast finger of death on the target /ins
22 - You teleport (1d10*10) feet in a random direction (D8 for direction) before the effect of your spell.47 - You cast Galders Tower at the triggering spells level, all the rooms of which are ornate bathrooms.72 - You cast Guardian of Faith at your location97 - You cast Project Image, with the illusion appearing in the last place you rested.
23 - 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 /ins48 - You cast Gaseous Form on the target of the triggering spell lasting 1 minute.73 - You cast Mirage Arcane at your location, transforming the area into a dark cave with a familiar throne (or whatever the situation calls for)98 - You develop a deep fear of the nearest unequipped inanimate object for the next 8 hours, using your full movement to get away from it.
24 - Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt /ins49 - You cast Hunger of Hadar at the triggering spells target /ins74 - You become intoxicated as though you had been drinking at a bar99 - For the next 1d10 turns (or one hour), the first time you cast a targeted spell (or make an attack if you are not a spellcaster) against a target you also cast Boogie Woogie on yourself and the target at the conclusion of your turn.
25 - You cast entangle at your location /ins50 - You cast Leomund's Tiny Hut after the effects of the triggering spell.75 - You cast Shadow of Moil on yourself100 - Roll on this table again. Every time you cast a spell that would cause you to roll for wild magic in the next minute, you may choose to cause a surge. If you are not a wild magic sorcerer, you may surge as a bonus action instead.


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