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Wild Psionics

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0% found this document useful (0 votes)
225 views2 pages

Wild Psionics

Uploaded by

Alex Morozov
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WILD PSIONICS

Wild psionic effects, ordered so high numbers are beneficial and low numbers are detrimental.
01-02 You unleash a psychic scream. You and each creature within 20 feet of you must make an Intelligence saving throw. On a
failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a
target takes half as much damage.

03-04 A barbed devil appears in a space within 5 feet of you, then disappears after 1d4 rounds. The devil attempts to kill you.

05-06 You become incapacitated until the end of your next turn, after which you gain the benefits of the contact other plane spell
(no saving throw required).

07-08 You cast confusion targeting only yourself as a 4th-level spell.

09-10 You become frightened of a creature of the DM’s choice that you can see for the next minute. During that time, you are
vulnerable to any damage they deal.

11-12 You gain vulnerability to psychic damage for 24 hours.

13-14 You have the overwhelming urge to eat something strange nearby, such as dirt, and must spend your next turn doing so.

15-16 For the next 24 hours, you become incapacitated by laughter for 1 round whenever you hear a joke.

17-18 Your mind is filled with the thoughts of those around you for the next minute. During that time, your attack rolls and skill
checks have disadvantage while you are within 10 feet of another creature.

19-20 Your thoughts are muddled for the next 10 minutes. During that time, you cannot concentrate.

21-22 You can’t speak for the next minute. Whenever you try, tentacles wriggle out of your mouth.

23-24 A creature of the DM’s choice within 120 feet of you becomes convinced that it is you and you are an impostor. After 1
minute, they remember who they are.

25-26 A tentacle starts growing out of your stomach. It continues slowly growing longer until it falls off after 1d6 days.

27-28 Your hair floats off your head as if you were underwater for the next 5d6 days.

29-30 You are transported to the Far Realm 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.

31-32 You give off dim purple light in a 20-foot radius for the next hour.

33-34 You become convinced that something is watching you for the next hour. You are not wrong.

35-36 You hear the faint buzzing of millions of tiny thoughts emanating from your germy hands, but it quickly stops.

37-38 You are surrounded by the faint sounds of tinkling crystals for the next minute.

39-40 Your eyes become a solid purple color for the next hour.

41-42 Your lips become blue for the next hour. During that time, you may cast the message cantrip without verbal, somatic, or
material components.

43-44 An illusory haze appears over your head for the 3d8 hours. It changes color depending on your mood.

45-46 Your tongue turns silver for 1 minute. During that time, you have advantage on Charisma (Persuasion) checks.

47-48 A gibbering mouther appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. It takes no
actions during this time, even if attacked.

49-50 You can see and hear ghosts for the next minute.
51-52 You cast the mage hand cantrip. The hand is invisible.

53-54 Crystal covers an object within 30 feet of you for 1 hour. During that time, attacks with it deal psychic damage.

55-56 A glowing eye sigil appears on your forehead for the next hour. During that time, you have advantage on Intelligence
(Investigation) checks to determine if something is an illusion, regardless of which of your senses it affects.

57-58 A crystal appears in the palm of your hand. If pressed to a creature’s forehead, they will hear your voice in their mind
telling them what you cared about most when the crystal was created.

59-60 You read the psychic impressions on an object within 5 feet of you, learning what happened around it in the last hour.

61-62 You learn the general emotional state, as a one word statement, of all creatures within 30 feet of you.

63-64 You get a brief flash of the future. The next time you roll initiative within the next 24 hours, you have advantage.

65-66 You radiate the urge to move. Each creature within 60 feet of you must use their reaction to move up to half of their
speed. They will move as far as they can however they desire, but will not move into harm.

67-68 All creatures that can see you become charmed by you until the end of your next turn.

69-70 You and all creatures within 30 feet of you may end one condition on themselves that is causing them to be charmed or
frightened.

71-72 You gain insight into the twisting pathways between space for the next 10 minutes. During that time, you may teleport 20
feet as a bonus action.

73-74 For the next ten minutes, your attacks score a critical hit on a roll of 19 or 20.

75-76 You cast command as a 1st-level spell, but roll 1d6 to determine the word. The roll corresponds to “approach”, “drop”,
“flee”, “grovel”, “halt”, or “monologue”.

77-78 You cast catapult as a 1st-level spell.

79-80 You and all creatures within 30 feet of you gain resistance to psychic damage for the next hour.

81-82 You cast detect thoughts as a 2nd-level spell.

83-84 You gain temporary hit points equal to your level.

85-86 You cast intellect fortress on yourself as a 3rd-level spell.

87-88 You can see the aura of creatures within 30 feet of you for the next minute. You can use this to see a creature that is
invisible, hidden, or behind total cover. Additionally, you know the creature’s alignment.

89-90 A creature of your choice within 60 feet of you enters a blind fury. Until the end of its next turn, you become invisible to it
and it must take the Attack action on its turn to attack a creature it can see, even if that means attacking itself.

91-92 You radiate mental fortitude. Creatures of your choice within 60 feet of you gain 10 temporary hit points.

93-94 You can take one additional action immediately.

95-96 You cast Rary’s telepathic bond as a 5th-level spell.

97-98 You cast Bigby’s hand as a 5th-level spell. The hand is invisible.

99-00 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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