Wild Magic Pearls (5e Equipment)

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Wondrous Item, uncommon

One pouch of these contains 1d6 + 2 pearls. They appear to be normal pearls. A DC 13 Intelligence (Arcana) reveals them to be magical. If you break one of these pearls, a magical effect happens. Roll on the sorcerer's wild magic table(D&D 5e PHB pp. 104), or on one of the tables below. Feel free to add your own tables!

Table 1[edit]

D100 Effect
1 A magical explosion happens at the point of impact. Any creature within 5 ft of the point of impact takes 1D4 force damage and is knocked prone. "Note:" This table is not finished
2 The nearest creature gains darkvision for 60 ft. If two creatures are the exact same distance away, flip a coin. If there are more than two, have them chosen by the DM.
3 All creatures within a 100 foot radius have all their senses swapped with another. This includes PC's, NPC's and monsters. Ex: Bob, with darkvision and scent is switched with a spider that has blindsight, and only blindsight 30'. Now, Bob has blindsight for 30' and the spider has darkvision and scent. The creatures they swap with are chosen by the DM.
4 The thrower of the bead is dropped prone and loses any remaining actions or movement for that turn. They remain prone until the end of their next turn and cannot be helped up by another creature.
5 All creatures within 30ft turn bright blue. They have a disadvantage at stealth checks but other than that there is no other change. They remain like this for two minutes, and goes away after that time. No other action, even wish and remove curse, can change their color before that time is up.
6 Reverse gravity is cast, centered where the pearl shattered.
7 A 30-foot cone of light emanates straight down from a point 30 feet above where the pearl shattered. A creature in this light has advantage on Charisma (Performance) ability checks.
8 It begins to rain heavily for three days within a 1 mile radius of where the pearl shattered.
9 All creatures within 120 feet of the pearl are transported forward in time twelve hours, perceiving no time to have passed except to notice day has become night or vice versa.
10 The nearest creature to the orb becomes bristled with venomous spines, dealing 1d4 piercing and 1d4 poison damage times the creature's proficiency bonus to an attacker that lands a natural melee weapon attack such as a claw, bite, or slam on the bristly creature. The spines last until the creature is affected by a remove curse spell or similar effect.
11 A 30-foot-tall pillar of stone with a 10-foot diameter juts up from the ground beneath the point of impact. A creature in that area must make a dc 12 Dexterity saving throw or be pushed up with the top of the pillar until it reaches its maximum height. If a ceiling or similar structure blocks the pillar, any creatures on top take 3d6 bludgeoning damage and are restrained (escape DC 14) as the pillar pins them.



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