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DMG Tables Table

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

Source

Wild Magic

  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.

Potion Miscibility

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.

Scroll Mishap

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.

Lingering Injuries

  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.

Madness

Short-Term Madness

  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.

Long-Term Madness

  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.

Indefinite Madness

  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.

Trinkets

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