PG | Table | PG | Table |
---|---|---|---|
18 | Forms of Government | 114 | Random Urban Encounters |
27 | World-Shaking Events | 116 | Random Undersea Encounters |
27 | Leader Types | 118 | Random Encounters At Sea |
28 | Cataclysmic Disasters | 128 | Carousing |
29 | Invading Force | 129 | Running A Business |
30 | Extinction or Depletion | 130 | Selling A Magic Item |
31 | New Organizations | 134 | Gemstones |
31 | Discoveries | 134-135 | Art Objects |
47 | Astral Color Pools | 136 | Individual Treasure |
48 | Psychic Wind Effects | 137-138 | Treasure Hoard |
49 | Ethereal Curtains | 140 | Mixing Potions |
49 | Ether Cyclone | 140 | Scroll Mishaps |
50 | Feywild Time Warp | 142-143 | Magic Item Special Features |
52 | Shadowfell Despair | 144-149 | Random Magic Items |
62 | Abyssal Corruption | 153 | Bag of Beans |
73 | Dungeon Goals | 188 | Potion of Resistance Elements |
73 | Wilderness Goals | 212-213 | Wand of Wonder Effect |
74 | Other Goals | 214-215 | Sentient Magic Items |
74 | Adventure Villains | 219-220 | Artifact Properties |
74 | Adventure Allies | 254 | Urban Chase Complications |
74 | Adventure Patrons | 254 | Wilderness Chase Complications |
74 | Advenure Introductions | 259-260 | Madness Effects |
75 | Adventure Climax | 272 | Lingering Injuries |
75 | Event-Based Villain Actions | 273 | System Shock |
76 | Event-Based Goals | 290 | Random Dungeon Starting Area |
79 | Framing Events | 290 | Passage |
79 | Moral Quandaries | 290 | Passage Width |
80 | Twists | 291 | Door Type |
81 | Side Quests | 291 | Beyond a Door |
87 | Sylvan Forest Encounters | 291 | Chamber |
89 | NPC Appearance | 291 | Chamber Exits |
89 | NPC Abilities | 291 | Exit Location |
90 | NPC Talents | 291 | Exit Type |
90 | Mannerism | 291 | Stairs |
90 | NPC Interaction Traits | 292 | Dungeon: Death Trap |
90 | NPC Ideals | 293 | Dungeon: Lair |
91 | NPC Bonds | 293 | Dungeon: Maze |
91 | NPC Flaws and Secrets | 293 | Dungeon: Mine |
94 | Villain’s Scheme | 293 | Dungeon: Planar Gate |
95 | Villains Methods | 294 | Dungeon: Stronghold |
96 | Villain’s Weakness | 294 | Dungeon: Temple or Shrine |
99 | Dungeon Location | 295 | Dungeon: Tomb |
99 | Exotic Location | 295 | Dungeon: Treasure Vault |
100 | Dungeon Creator | 295 | General Dungeon Chambers |
100 | Cults and Religious Groups | 295 | Current Chamber State |
100 | NPC Alignment | 296 | Dungeon Chamber Contents |
101 | NPC Class | 296 | Monster Motivation |
101 | Dungeon Purpose | 296 | Dungeon Hazards |
101 | Dungeon History | 297 | Obstacles |
108 | Monuments | 297 | Trap Trigger |
109 | Weird Locales | 297 | Trap Damage Severity |
109 | Weather | 297 | Trap Effect |
112 | Race Relations | 298 | Trick Objects |
112 | Ruler’s Status | 298 | Tricks |
112 | Notable Traits | 298 | Noises |
112 | Known For Its | 299 | Air |
112 | Current Calamity | 299 | Odors |
113 | Building Type | 299 | General Features |
113 | Residence | 299 | General Furnishings and Appointments |
113 | Religious Building | 300 | Religious Articles and Furnishings |
113 | Tavern | 300 | Mage Furnishings |
113 | Tavern Name Generator | 300 | Utencils and Personal Items |
113 | Warehouse | 301 | Container Contents |
114 | Shop | 301 | Books, Scrolls, and Tomes |
d100 | Effect |
---|---|
01–02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
03–04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
05–06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
07–08 | You cast fireball as a 3rd-level spell centered on yourself. |
09–10 | You cast magic missile as a 5th-level spell. |
11–12 | 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. |
13–14 | You cast confusion centered on yourself. |
15–16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17–18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19–20 | You cast grease centered on yourself. |
21–22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23–24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
25–26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27–28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29–30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31–32 | 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. |
33–34 | Maximize the damage of the next damaging spell you cast within the next minute. |
35–36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
37–38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
39–40 | You regain 2d10 hit points. |
41–42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
43–44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45–46 | You cast levitate on yourself. |
47–48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49–50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
51–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
53–54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55–56 | Your hair falls out but grows back within 24 hours. |
57–58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
59–60 | You regain your lowest-level expended spell slot. |
61–62 | For the next minute, you must shout when you speak. |
63–64 | You cast fog cloud centered on yourself. |
65–66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67–68 | You are frightened by the nearest creature until the end of your next turn. |
69–70 | 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. |
71–72 | You gain resistance to all damage for the next minute. |
73–74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75–76 | 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. |
77–78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
79–80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81–82 | You can take one additional action immediately. |
83–84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85–86 | You cast mirror image. |
87–88 | You cast fly on a random creature within 60 feet of you. |
89–90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
91–92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
93–94 | Your size increases by one size category for the next minute. |
95–96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97–98 | You are surrounded by faint, ethereal music for the next minute. |
99–00 | You regain all expended sorcery points. |
VARIANT: MIXING POTIONS A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.
d100 | Result |
---|---|
01 | The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer. |
02–08 | The mixture becomes an ingested poison of the DM’s choice. |
09–15 | Both potions lose their effects. |
16–25 | One potion loses its effect. |
26–35 | Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved in this way. |
36–90 | Both potions work normally. |
91–99 | The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. |
00 | Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a potion of healing might increase the drinker’s hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect. |
VARIANT: SCROLL MISHAPS A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
d6 | Result |
---|---|
1 | A surge of magical energy deals the caster 1d6 force damage per level of the spell. |
2 | The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. |
3 | The spell affects a random location within the spell’s range. |
4 | The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. |
5 | The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster’s ears for 1d10 minutes. |
6 | The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away. |
d20 | Injury | Effect |
---|---|---|
1 | Lose an Eye. | You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you’re blinded. |
2 | Lose an Arm or a Hand. | You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
3 | Lose a Foot or Leg. | Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
4 | Limp. | Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. |
5–7 | Internal Injury. | Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. |
8–10 | Broken Ribs. | This has the same effect as Internal Injury above, except that the save DC is 10. |
11–13 | Horrible Scar. | You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
14–16 | Festering Wound. | Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
17–20 | Minor Scar. | The scar doesn’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
Instead of using the effect described in the table, you can put the responsibility of representing a character’s lingering injury in the hands of the player. Roll on the Lingering Injuries table as usual, but instead of suffering the effect described for that result, that character gains a new flaw with the same name. It’s up to the player to express the lingering injury during play, just like any other flaw, with the potential to gain inspiration when the injury affects the character in a meaningful way.
d100 | Effect (lasts 1d10 minutes) |
---|---|
01–20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
21–30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
31–40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
41–50 | The character begins babbling and is incapable of normal speech or spellcasting. |
51–60 | The character must use his or her action each round to attack the nearest creature. |
61–70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81–90 | The character is stunned. |
91–100 | The character falls unconscious. |
d100 | Effect (lasts 1d10 × 10 hours) |
---|---|
01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
11–20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
56–65 | The character is blinded (25%) or deafened (75%). |
66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. |
86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
91–95 | The character loses the ability to speak. |
96–100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
d100 | Flaw (lasts until cured) |
---|---|
01–15 | “Being drunk keeps me sane.” |
16–25 | “I keep whatever I find.” |
26–30 | “I try to become more like someone else I know — adopting his or her style of dress, mannerisms, and name.” |
31–35 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
36–45 | “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” |
46–50 | “I find it hard to care about anything that goes on around me.” |
51–55 | “I don’t like the way people judge me all the time.” |
56–70 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
71–80 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” |
81–85 | “There’s only one person I can trust. And only I can see this special friend.” |
86–95 | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
96–100 | “I’ve discovered that I really like killing people.” |
Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
d100 | Trinket | d100 | Trinket |
---|---|---|---|
01 | A mummified goblin hand | 51 | A dead scarab beetle the size of your hand |
02 | A piece of crystal that faintly glows in the moonlight | 52 | Two toy soldiers, one with a missing head |
03 | A gold coin minted in an unknown land | 53 | A small box filled with different-sized buttons |
04 | A diary written in a language you don’t know | 54 | A candle that can’t be lit |
05 | A brass ring that never tarnishes | 55 | A tiny cage with no door |
06 | An old chess piece made from glass | 56 | An old key |
07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips | 57 | An indecipherable treasure map |
08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it | 58 | A hilt from a broken sword |
09 | A rope necklace from which dangles four mummified elf fingers | 59 | A rabbit’s foot |
10 | The deed for a parcel of land in a realm unknown to you | 60 | A glass eye |
11 | A 1-ounce block made from an unknown material | 61 | A cameo carved in the likeness of a hideous person |
12 | A small cloth doll skewered with needles | 62 | A silver skull the size of a coin |
13 | A tooth from an unknown beast | 63 | An alabaster mask |
14 | An enormous scale, perhaps from a dragon | 64 | A pyramid of sticky black incense that smells very bad |
15 | A bright green feather | 65 | A nightcap that, when worn, gives you pleasant dreams |
16 | An old divination card bearing your likeness | 66 | A single caltrop made from bone |
17 | A glass orb filled with moving smoke | 67 | A gold monocle frame without the lens |
18 | A 1-pound egg with a bright red shell | 68 | A 1-inch cube, each side painted a different color |
19 | A pipe that blows bubbles | 69 | A crystal knob from a door |
20 | A glass jar containing a weird bit of flesh floating in pickling fluid | 70 | A small packet filled with pink dust |
21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood | 71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment |
22 | A small wooden statuette of a smug halfling | 72 | A silver teardrop earring made from a real teardrop |
23 | A brass orb etched with strange runes | 73 | The shell of an egg painted with scenes of human misery in disturbing detail |
24 | A multicolored stone disk | 74 | A fan that, when unfolded, shows a sleeping cat |
25 | A tiny silver icon of a raven | 75 | A set of bone pipes |
26 | A bag containing forty-seven humanoid teeth, one of which is rotten | 76 | A four-leaf clover pressed inside a book discussing manners and etiquette |
27 | A shard of obsidian that always feels warm to the touch | 77 | A sheet of parchment upon which is drawn a complex mechanical contraption |
28 | A dragon’s bony talon hanging from a plain leather necklace | 78 | An ornate scabbard that fits no blade you have found so far |
29 | A pair of old socks | 79 | An invitation to a party where a murder happened |
30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking | 80 | A bronze pentacle with an etching of a rat’s head in its center |
31 | A silver badge in the shape of a five-pointed star | 81 | A purple handkerchief embroidered with the name of a powerful archmage |
32 | A knife that belonged to a relative | 82 | Half of a floorplan for a temple, castle, or some other structure |
33 | A glass vial filled with nail clippings | 83 | A bit of folded cloth that, when unfolded, turns into a stylish cap |
34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet | 84 | A receipt of deposit at a bank in a far-flung city |
35 | A white, sequined glove sized for a human | 85 | A diary with seven missing pages |
36 | A vest with one hundred tiny pockets | 86 | An empty silver snuffbox bearing an inscription on the surface that says “dreams” |
37 | A small, weightless stone block | 87 | An iron holy symbol devoted to an unknown god |
38 | A tiny sketch portrait of a goblin | 88 | A book that tells the story of a legendary hero’s rise and fall, with the last chapter missing |
39 | An empty glass vial that smells of perfume when opened | 89 | A vial of dragon blood |
40 | A gemstone that looks like a lump of coal when examined by anyone but you | 90 | An ancient arrow of elven design |
41 | A scrap of cloth from an old banner | 91 | A needle that never bends |
42 | A rank insignia from a lost legionnaire | 92 | An ornate brooch of dwarven design |
43 | A tiny silver bell without a clapper | 93 | An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W” |
44 | A mechanical canary inside a gnome-crafted lamp | 94 | A mosaic tile with a multicolored, glazed surface |
45 | A tiny chest carved to look like it has numerous feet on the bottom | 95 | A petrified mouse |
46 | A dead sprite inside a clear glass bottle | 96 | A black pirate flag adorned with a dragon’s skull and crossbones |
47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) | 97 | A tiny mechanical crab or spider that moves about when it’s not being observed |
48 | A glass orb filled with water, in which swims a clockwork goldfish | 98 | A glass jar containing lard with a label that reads, “Griffon Grease” |
49 | A silver spoon with an M engraved on the handle | 99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body |
50 | A whistle made from gold-colored wood | 100 | A metal urn containing the ashes of a hero |