Magical Wild Path (5e Hazard)
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wild magic path[edit]
A wild magic path is a brick road that unannounced to the adventure has been build with strange or even forbidden means. Every 10ft walk they take on these cursed steps they get affected by a random effect. If detect magic is cast the player senses wild magic in the path
Dice roll (row start) | Said to the player | Effect |
---|---|---|
1 | you feel drowsy and suddenly black out | the player falls asleep for 2 rounds |
2 | it's quiet warm and it begins to climb drastically | the player takes 1d4 fire damage and 1d4 more for every round they're on the path. |
3 | a chill runs down your spine and shatters to your feet where ice begins to grow | the surrounding 20ft of space become cold and the player takes 2d6 cold damage until they leave. |
4 | a floral breeze blows through the air as flowers and vines sprout around you | the player has to fight a grapple of 15 or is knocked prone and the surrounding 5ft becomes difficult terrain. |
5 | everything makes you feel nauseous as words turn to babble and thought to mush | the player must make an intelligence check of 18 or can't understand any language or speak for 3 turns 1 turn on a save. |
6 | you sense a goodness in the air and a buzz in your step as good energy flows through you | the player is charmed and all beings in a 30ft radius of the player must make a wisdom check of 15 or be charmed. After 5 rounds all charmed beings take 5d4 lightning damage half on a dexterity save and take +2 disadvantage on dexterity. |
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