d100

Effect

01

A dense mist surrounds the field of battle. After 1d4 rounds, the Dark Master appears on the battlefield.

02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03

The spell effect rebounds on you.

04

Flowering plants and vines erupt around you. You and anyone within 5 feet of you are restrained for 1 minute.

05

You cast magic missile as a 5th-level spell.

06

Roll a d6. 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.

07

You cast confusion centered on yourself. If you rolled a 1 on your control roll, you get disadvantage on your saving throw; if you rolled a 20, you get advantage.

08

For the next minute, you regain 5 hit points at the start of each of your turns.

09

Your hair falls out but grows back within 1 day.

10

You cast darkness centered on yourself.

11

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

12

You are just a little too close to the void right now, something in your eyes makes people uncomfortable. You gain disadvantage on all Charisma-based rolls for the next hour.

13

One of your eyes leaves your skull and hovers in the air above you for 1 minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. It returns to your hand after the time has passed (you can put it back in).

14

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

15

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

16

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.

17

Maximize the damage of the next damaging spell you cast within the next minute.

18

Minimize the damage of the next damaging spell you cast within the next minute.

19

You transform into a white marble statue of yourself for 1 minute, during which time you are considered petrified. The statue appears to be crying blood.

20

You regain 2d10 hit points.

21

Over the next minute, all plants within 20 feet of you grow as if affected by the plant growth spell when cast as an action.

22

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 action and 1 bonus action.

23

You cast levitate on yourself.

24

You are protected from Plants for 1 hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.

25

You can’t speak for the next minute. Whenever you try, bubbles of an inky black fluid with rainbow swirls across the surface (like an oil slick) float out of your mouth.

26

A spectral, filmy bubble of rainbow colors surrounds you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

27

You are immune to being intoxicated by alcohol for the next 5d6 days.

28

For the next minute, you can see any invisible creature if you have line of sight to it.

29

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

30

You regain your lowest-level expended spell slot.

31

You are overcome by an eldritch madness; make a Wisdom saving throw against your spell DC. If you fail, you have hideous laughter cast on you.

32

You suffer a violent and sudden nosebleed which lasts for 1d12 minutes (or rounds, in combat). For the duration, you take 1 damage per minute.

33

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

34

The flesh drops from your left hand, rendering it skeletal but otherwise functional. The change is permanent but can be reversed with a Greater Restoration or fruit from Erana's tree.

35

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

36

You gain resistance to all damage for the next minute.

37

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

38

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 turn.

39

Your eyes are darker than black, and to look into them is to see the void. For the next minute, any creature that ends its turn within 5 feet of you must roll a DC 10 Wisdom check or make eye contact with you, giving them disadvantage on attack rolls and ability checks until the end of its next turn.

40

Illusory fairies and flower petals flutter in the air within 10 feet of you for the next minute.

41

You can take one additional action immediately.

42

Each creature within 30 feet of you takes 1d10 necrotic damage. You are a conduit of this twisted dark energy as a creature of your choice regains hit points equal to the sum of the necrotic damage dealt.

43

You cast mirror image.

44

Your speed is doubled for 1d4 rounds.

45

You feel a warm summer breeze caress your face. You automatically succeed on the next saving throw you make within the next minute.

46

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

47

Your size increases by one size category for the next minute.

48

You and all creatures within 30 feet of you gain immunity to necrotic damage for the next minute.

49

The eldritch voices whisper to you incessantly, distracting you. You automatically fail on the next saving throw you make within the next minute.

50

A stream of strange black ichor leaves your body through a wound and becomes sentient, crawling to the nearest creature and immediately dissolving into the creature's skin; you are residually poisoned for 1 round, but the creature is poisoned for the next 1d4 hours.

51

You emit a hideous, blood-curdling scream as your inner demons surge out of your control. All creatures within 20 feet of you (unless they cannot hear) must make a Strength saving throw against your spell save DC or be knocked prone.

52

You are protected from Undead for one day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.

53

Your speed is increased by 10 feet for 1 minute.

54

You lose proficiency on all skill checks for 1 minute.

55

Roll another d20. On a 1-10, nothing happens; on an 11 or higher, you can choose one effect from this table to apply to an ally.

56

Your Charisma is increased by 2 for 1 day.

57

You and all creatures within 30 feet of you gain resistance to necrotic damage for 1 minute.

58

You are a radiant avatar of the powers that shaped Mordavia. For the next minute, any creature that touches you takes 2d6 radiant damage.

59

The next spell you cast within the next hour uses a spell slot of one level lower than it normally requires. If the spell is a spell of 1st level, you still must expend a spell slot to cast it.

60

Your body becomes invisible for 1d4 hours, however any objects or clothing worn or held do not.

61

All creatures that can perceive you must make a Wisdom saving throw against your spell save DC or be frightened of you.

62

During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, take either result.

63

You cast silence centered on yourself.

64

You cast polymorph on yourself. If you fail the saving throw, you turn into a displacer beast for the spell's duration.

65

You immediately take 2d4 psychic damage as eldritch forces beyond comprehension batter your mental defenses down.

66

For the next hour, any time you make an ability check, roll 1d4 and subtract the result.

67

You can force one hostile creature to re-roll one attack, check or saving throw within the next 1 minute.

68

Increased exposure to the dark powers within you since you joined up with these Heroes has taken its toll. If you rolled a 20 on your control check, roll on the short-term madness table as if you had rolled a 1.

If you rolled a 1, roll instead on the long-term madness table.

69

All allies within 20 feet of you heal up to 3d8 hit points (each ally rolls individually).

70

You gain a -1 penalty to your AC for 1 minute.

71

Your speed is increased by 10 feet for 1 day.

72

The chaos and the void call to you, and you aren't able to shake its call. You immediately take 2d10 psychic damage. (This damage can’t reduce your hit points below 1.)

73

One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute.

74

Your max HP is reduced by 2d10 until your next long rest.

75

You gain vulnerability to all damage for 1 minute.

76

You gain 2d10 temporary hit points.

77

You shrink 1d6 inches in height. You gradually return to your original height over the course of 1 day.

78

Your skin becomes a few shades lighter.

79

You are protected from Undead for one day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.

80

You are frightened by the nearest creature until the end of your next turn.

81

For the next minute, you gain resistance to poison and psychic damage.

82

You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result.

83

You’re feeling tired. For the next hour, any time you make an ability check, roll 1d6 and subtract the result.

84

The next time you cast a spell, do not roll on this chart.

85

One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute.

86

The next time you cast a spell, roll twice on this chart. Both effects will apply.

87

All creatures within 30 feet of you must make a Wisdom saving throw. Any creature immune to magical sleep automatically succeeds on its saving throw. Those that fail fall asleep for 1d6 minutes.

88

You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute.

89

You gain spider climb for 1 minute, and it does not require concentration to maintain.

90

For the next minute, you are unable to cast any spell that causes damage of any type.

91

You immediately lose all unspent spell slots and may not regain them until you have finished a long rest.

92

All food and drink (including edible plants) within 30 feet of you is purified.

93

You see briefly into the future. Roll a d20. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled is replaced by what you rolled.

94

Your target is paralyzed for a number of rounds equal to your level.

95

Your speed is doubled for 1d4 rounds.

96

You cast Fly on a random ally within 60 ft of you. If no allies are within that sphere, you cast it on yourself.

97

Age 1d10 years instantly.

98

Your spell effectiveness (range, duration, area of effect, damage, etc.) are halved for the next minute.

99

Your spell effectiveness (range, duration, area of effect, damage, etc.) are doubled for the next minute.

100

You regain all expended pact magic and hit points.