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Cauldron of the Damned

wondrous item, legendary (requires attunement by a spellcaster)

This large iron cauldron is 6 feet wide, 4 feet tall, and weighs 500 pounds. It is covered with dark runes and symbols of evil.

Attuning to the Cauldron

To attune to the cauldron, you must submerge yourself in its brew during a short rest. The brew is a foul mixture of blood, bile, and other vile substances, and it may have harmful or unpredictable effects on you. Once you have attuned to the cauldron, it will sprout legs and follow you wherever you go. The cauldron is still treated as an item that is worn or carried by you.

Brew a potion

To create a potion, you must spend one hour brewing it using a cauldron. Once brewed, you can drink the potion yourself or give it to someone else as an action. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can drink the potion or give it to another creature to drink. The creature that drinks the potion gains it's effects for 1 hour, unless the potion states something else.

Force-Feeding

As an action, you can attempt to force a creature within your reach to drink a potion that you have brewed using the cauldron. The creature must be incapacitated, restrained, or grappled. You and the creature make a contested check using either Strength or Dexterity, but as a spellcaster attuned to the cauldron, you can use your spellcasting ability instead.

Brew of Mutation

This is a strange concoction that alters your physical form. To brew it you must throw in the cauldron a vial of blood from a shapeshifter. The creature that drinks the potion must roll on the Mutation table below and gain that mutation effect for hours.
d12Mutation Effect
1You grow a pair of wings and gain a flying speed equal to your walking speed.
2You sprout horns and gain a gore attack that deals + your Strength modifier piercing damage on a hit.
3You grow scales and gain resistance to acid, cold, fire, lightning, or poison damag (your choice).
4You grow fur and gain advantage on saving throws against cold effects.
5You grow claws and gain a claw attack that deals + your Strength modifier slashing damage on a hit.
6You grow feathers and gain the effects of Feather Fall (transmutation)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

Up to 5 creatures fall at 60 feet per round and take no falling damage before the spell ends.

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7You grow gills and gain a swimming speed equal to your walking speed. You can also breathe under water.
8You grow fangs and gain a bite attack that deals + your Strength modifier piercing damage on a hit.
9You grow eyes all over your body and gain advantage on Perception checks that rely on sight.
10You grow tentacles and gain a tentacle attack that deals + your Strength modifier bludgeoning damage on a hit and can grapple the target (escape DC equal to your spell save DC).
11You shrink in size by one category (to a minimum of Tiny).
12You grow in size by one category (to a maximum of Huge).

Brew of Corruption

This is a vile concoction that grants you dark power at a cost. To brew it you must throw in the cauldron a creature’s heart and a black pearl. The creature that drinks the potion gains the following benefits and drawbacks:
  • The creature’s spell save DC and spell attack bonus increase by 2.
  • The creature gains resistance to necrotic damage and immunity to poison damage and the poisoned condition.
  • The creature’s alignment becomes evil.
  • The creature’s maximum hit points are reduced by an amount equal to it's level or challenge rating. This reduction lasts until the creature finishes a long rest.

Brew of Necrosis

This is a deadly brew that causes rapid decay. To brew it you must throw in the cauldron a withered flower and a piece of flesh or bone from an undead. The creature that drinks the potion must make a DC 20 Constitution saving throw or take necrotic damage and age by years. On a successful save, the creature takes half as much damage and ages by one year.

Brew of Madness

This is a dangerous brew that induces a random form of insanity. To brew it you must throw in the cauldron a creature’s brain and a vial of poison. The creature that drinks the potion must roll on the Indefinite Madness table in the Dungeon Master’s Guide (p. 260) and gain that madness effect for days.

Curse of the Cauldron

If you are attuned to the cauldron, you are cursed by its dark magic. You can’t be unattuned from the cauldron unless you are targeted by a remove curse spell or similar magic. While cursed, you have the following drawbacks:
  • You have disadvantage on saving throws against spells and other magical effects.
  • You are vulnerable to radiant damage and silvered weapons.
  • You develop a flaw that reflects your arrogance and superiority over others. You can choose one from the list below or roll a d6 to determine it randomly.
d6Flaw
1I am the chosen one of the cauldron, and no one else is worthy of its power.
2I look down on those who don’t use the cauldron’s potions, and mock them for their weakness.
3I believe that the cauldron’s corruption is a blessing, and I seek to spread it to others.
4I am obsessed with finding more ingredients for the cauldron, and will stop at nothing to obtain them.
5I think that the cauldron’s curse is a test of my endurance, and I refuse to seek any cure or relief.
6I trust only the cauldron, and I suspect that everyone else is plotting to take it from me.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Cauldron of the Damned

wondrous item, legendary (requires attunement by a spellcaster)

This large iron cauldron is 6 feet wide, 4 feet tall, and weighs 500 pounds. It is covered with dark runes and symbols of evil.

Attuning to the Cauldron

To attune to the cauldron, you must submerge yourself in its brew during a short rest. The brew is a foul mixture of blood, bile, and other vile substances, and it may have harmful or unpredictable effects on you. Once you have attuned to the cauldron, it will sprout legs and follow you wherever you go. The cauldron is still treated as an item that is worn or carried by you.

Brew a potion

To create a potion, you must spend one hour brewing it using a cauldron. Once brewed, you can drink the potion yourself or give it to someone else as an action. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can drink the potion or give it to another creature to drink. The creature that drinks the potion gains it's effects for 1 hour, unless the potion states something else.

Force-Feeding

As an action, you can attempt to force a creature within your reach to drink a potion that you have brewed using the cauldron. The creature must be incapacitated, restrained, or grappled. You and the creature make a contested check using either Strength or Dexterity, but as a spellcaster attuned to the cauldron, you can use your spellcasting ability instead.

Brew of Mutation

This is a strange concoction that alters your physical form. To brew it you must throw in the cauldron a vial of blood from a shapeshifter. The creature that drinks the potion must roll on the Mutation table below and gain that mutation effect for hours.
d12Mutation Effect
1You grow a pair of wings and gain a flying speed equal to your walking speed.
2You sprout horns and gain a gore attack that deals + your Strength modifier piercing damage on a hit.
3You grow scales and gain resistance to acid, cold, fire, lightning, or poison damag (your choice).
4You grow fur and gain advantage on saving throws against cold effects.
5You grow claws and gain a claw attack that deals + your Strength modifier slashing damage on a hit.
6You grow feathers and gain the effects of Feather Fall (transmutation)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

Up to 5 creatures fall at 60 feet per round and take no falling damage before the spell ends.

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7You grow gills and gain a swimming speed equal to your walking speed. You can also breathe under water.
8You grow fangs and gain a bite attack that deals + your Strength modifier piercing damage on a hit.
9You grow eyes all over your body and gain advantage on Perception checks that rely on sight.
10You grow tentacles and gain a tentacle attack that deals + your Strength modifier bludgeoning damage on a hit and can grapple the target (escape DC equal to your spell save DC).
11You shrink in size by one category (to a minimum of Tiny).
12You grow in size by one category (to a maximum of Huge).

Brew of Corruption

This is a vile concoction that grants you dark power at a cost. To brew it you must throw in the cauldron a creature’s heart and a black pearl. The creature that drinks the potion gains the following benefits and drawbacks:
  • The creature’s spell save DC and spell attack bonus increase by 2.
  • The creature gains resistance to necrotic damage and immunity to poison damage and the poisoned condition.
  • The creature’s alignment becomes evil.
  • The creature’s maximum hit points are reduced by an amount equal to it's level or challenge rating. This reduction lasts until the creature finishes a long rest.

Brew of Necrosis

This is a deadly brew that causes rapid decay. To brew it you must throw in the cauldron a withered flower and a piece of flesh or bone from an undead. The creature that drinks the potion must make a DC 20 Constitution saving throw or take necrotic damage and age by years. On a successful save, the creature takes half as much damage and ages by one year.

Brew of Madness

This is a dangerous brew that induces a random form of insanity. To brew it you must throw in the cauldron a creature’s brain and a vial of poison. The creature that drinks the potion must roll on the Indefinite Madness table in the Dungeon Master’s Guide (p. 260) and gain that madness effect for days.

Curse of the Cauldron

If you are attuned to the cauldron, you are cursed by its dark magic. You can’t be unattuned from the cauldron unless you are targeted by a remove curse spell or similar magic. While cursed, you have the following drawbacks:
  • You have disadvantage on saving throws against spells and other magical effects.
  • You are vulnerable to radiant damage and silvered weapons.
  • You develop a flaw that reflects your arrogance and superiority over others. You can choose one from the list below or roll a d6 to determine it randomly.
d6Flaw
1I am the chosen one of the cauldron, and no one else is worthy of its power.
2I look down on those who don’t use the cauldron’s potions, and mock them for their weakness.
3I believe that the cauldron’s corruption is a blessing, and I seek to spread it to others.
4I am obsessed with finding more ingredients for the cauldron, and will stop at nothing to obtain them.
5I think that the cauldron’s curse is a test of my endurance, and I refuse to seek any cure or relief.
6I trust only the cauldron, and I suspect that everyone else is plotting to take it from me.
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Cauldron of the Blessed

wondrous item, legendary (requires attunement by a spellcaster)

This large silver cauldron is 6 feet wide, 4 feet tall, and weighs 500 pounds. It is engraved with holy symbols and runes of protection.

Attuning to the Cauldron

To attune to the cauldron, you must submerge yourself in its brew during a short rest. The brew is a soothing mixture of water, herbs, and other wholesome substances, and it may have beneficial or miraculous effects on you. Once you have attuned to the cauldron, it will levitate and follow you wherever you go. The cauldron is still treated as an item that is worn or carried by you.
As a special boon from the cauldron, when you attune to it for the first time or after a long period of separation, you gain the effects of a long rest. This effect can only be gained once every 30 days.

Brew a potion

To create a potion, you must spend one hour brewing it using a cauldron. Once brewed, you can drink the potion yourself or give it to someone else as an action. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can drink the potion or give it to another creature to drink. The creature that drinks the potion gains it's effects for 1 hour, unless the potion states something else.

Brew of Healing

This is a beneficial concoction that restores vitality. To brew it you must throw in the cauldron a creature’s feather and a vial of holy water. The creature that drinks the potion regains hit points.

Brew of Inspiration

This is a stimulating brew that enhances creativity and courage. To brew it you must throw in the cauldron a creature’s scale and a jar of honey. The creature that drinks the potion gains three bardic inspiration dice (d6).

Brew of Protection

This is a defensive elixir that wards off harm. To brew it you must throw in the cauldron a creature’s scale and one pound of steel. The creature that drinks the potion gains resistance to all damage and has a +1 bonus to AC.

Brew of Heroism

This is a powerful brew that boosts your confidence and prowess. To brew it you must throw in the cauldron a creature’s horn and a bottle of at least 50 year old wine. The creature that drinks the potion gains the following benefits for 1 hour:
  • The creature gains 10 temporary at the start of their turn.
  • The creature is under the effect of the bless spell (no concentration required).

Blessing of the Cauldron

If you are attuned to the cauldron, you are blessed by its holy magic. You can’t be unattuned from the cauldron unless you are targeted by a dispel magic spell or similar magic. While blessed, you have the following benefits:
  • You have advantage on saving throws against spells and other magical effects.
  • You are immune to necrotic damage and the poisoned condition.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Cauldron of the Blessed

wondrous item, legendary (requires attunement by a spellcaster)

This large silver cauldron is 6 feet wide, 4 feet tall, and weighs 500 pounds. It is engraved with holy symbols and runes of protection.

Attuning to the Cauldron

To attune to the cauldron, you must submerge yourself in its brew during a short rest. The brew is a soothing mixture of water, herbs, and other wholesome substances, and it may have beneficial or miraculous effects on you. Once you have attuned to the cauldron, it will levitate and follow you wherever you go. The cauldron is still treated as an item that is worn or carried by you.
As a special boon from the cauldron, when you attune to it for the first time or after a long period of separation, you gain the effects of a long rest. This effect can only be gained once every 30 days.

Brew a potion

To create a potion, you must spend one hour brewing it using a cauldron. Once brewed, you can drink the potion yourself or give it to someone else as an action. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can drink the potion or give it to another creature to drink. The creature that drinks the potion gains it's effects for 1 hour, unless the potion states something else.

Brew of Healing

This is a beneficial concoction that restores vitality. To brew it you must throw in the cauldron a creature’s feather and a vial of holy water. The creature that drinks the potion regains hit points.

Brew of Inspiration

This is a stimulating brew that enhances creativity and courage. To brew it you must throw in the cauldron a creature’s scale and a jar of honey. The creature that drinks the potion gains three bardic inspiration dice (d6).

Brew of Protection

This is a defensive elixir that wards off harm. To brew it you must throw in the cauldron a creature’s scale and one pound of steel. The creature that drinks the potion gains resistance to all damage and has a +1 bonus to AC.

Brew of Heroism

This is a powerful brew that boosts your confidence and prowess. To brew it you must throw in the cauldron a creature’s horn and a bottle of at least 50 year old wine. The creature that drinks the potion gains the following benefits for 1 hour:
  • The creature gains 10 temporary at the start of their turn.
  • The creature is under the effect of the bless spell (no concentration required).

Blessing of the Cauldron

If you are attuned to the cauldron, you are blessed by its holy magic. You can’t be unattuned from the cauldron unless you are targeted by a dispel magic spell or similar magic. While blessed, you have the following benefits:
  • You have advantage on saving throws against spells and other magical effects.
  • You are immune to necrotic damage and the poisoned condition.
background image

Cauldron of Chaos

wondrous item, legendary (requires attunement by a spellcaster)

This large bronze cauldron is 6 feet wide, 4 feet tall, and weighs 500 pounds. It is decorated with colorful swirls and symbols of randomness.

Attuning to the Cauldron

To attune to the cauldron, you must submerge yourself in its brew during a short rest. The brew is a random mixture of various liquids, solids, and gases, and it may have surprising or hilarious effects on you. Once you have attuned to the cauldron, it will vibrate for a few seconds before disappearing. One way or another, the cauldron will always appear whenever you need it. The cauldron is still treated as an item that is worn or carried by you.

Brew a potion

To create a potion, you must spend one hour brewing it using a cauldron. Once brewed, you can drink the potion yourself or give it to someone else as an action. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can drink the potion or give it to another creature to drink. The creature that drinks the potion gains it's effects for 1 hour, unless the potion states something else.

Brew of Wild Magic

This is a chaotic brew that triggers unpredictable effects. To brew it you must throw in the cauldron a piece of cheese and an item you have found within the last 24 hours. The creature that drinks the potion must roll times on the Wild Magic Surge table in the Player’s Handbook (p. 104) and apply the effects immediately.

Brew of Luck

This is a lucky brew that alters fate. To brew it you must throw in the cauldron a gold coin and something you have stolen. The creature that drinks the potion gains luck points, as described in the Lucky feat (PHB p. 167).

Brew of Reversal

This is a paradoxical brew that flips things upside down. To brew it you must throw in the cauldron a potion of healing and a potion of poison. The creature that drinks the potion must roll on the Reversal table below and apply the effect for 1 hour.
d6Effect
1You reverse your alignment (lawful becomes chaotic, good becomes evil, etc.).
2You reverse your languages (you can only speak languages you don’t know).
4You reverse your senses (you can only perceive things that are normally imperceptible to you, such as invisible creatures, the ethereal plane, etc.).
4You reverse your resistances and vulnerabilities (you become resistant to things you are vulnerable to and vice versa).
5You reverse your gravity (you fall upwards instead of downwards).
6You reverse your luck (you treat advantage as disadvantage and vice versa).

Brew of Chaos

This is a wild brew that unleashes pure anarchy. To brew it you must throw in the cauldron a vial of blood from a fiend and a vial of blood from a fey creature. The creature that drinks the potion must roll on the Chaos table below and apply the effect for 1 hour.
d8Effect
1You and all creatures within 30 feet of you swap places randomly.
2You and one creature of your choice within 60 feet of you swap alignments for 1 hour.
3You and all creatures within 30 feet of you are affected by the Enlarge/Reduce (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Double or halve the size of a creature (Con. save) or an object.

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spell for 1 hour. Roll a d6 to determine whether you grow or shrink. Odd numbers mean you grow; even numbers mean you shrink.
4You and all creatures within 30 feet of you are affected by the confusion spell for 1 minute.
5You and one creature of your choice within 60 feet of you swap voices for 1 hour. You can still speak your languages, but sound like each other.
6You and all creatures within 30 feet of you are affected by the Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

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spell for 1 minute. Each creature is outlined in a random color.
7All potions and magical items (except artifacts) within 60 feet of you become mundane and nonmagical. Magical items regain their power after 1 hour.
8You and all creatures within 30 feet must roll a d4. On a 1, the creature suffers the effect of a Harm (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.

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spell. On a 4, the creature benefits from the effect of a Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

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spell. On a 2 or 3, nothing happens.

Chaos of the Cauldron

If you are attuned to the cauldron, you are affected by its chaotic magic. You can’t be unattuned from the cauldron unless you are targeted by a greater restoration spell or similar magic. Also, whenever you make a saving throw and you don’t have advantage or disadvantage on the roll, you can roll a d4. On a 1, you have disadvantage on the roll. On a 4, you have advantage on the roll.

Wild Magic Table

d100Effect
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 (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

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as a 3rd-level spell centered on yourself.
09-10
You cast Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

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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 (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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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 (conjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft square (difficult terrain) must succeed on a Dex. save or fall prone.

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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 (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End all curses affecting one creature or object.

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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
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 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 (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.

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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 (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

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.
53-54
You are immune to being intoxicated by alcohol for the next 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 (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

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centered on yourself.
65-66
Up to three creatures you choose within 30 feet of you take 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 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 (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

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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 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86
You cast Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

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.
87-88
You cast Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

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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 (transmutation)
Level: 5
Casting Time: 1 hour
Concentration: No
Ritual: No

Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random.

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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.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Cauldron of Chaos

wondrous item, legendary (requires attunement by a spellcaster)

This large bronze cauldron is 6 feet wide, 4 feet tall, and weighs 500 pounds. It is decorated with colorful swirls and symbols of randomness.

Attuning to the Cauldron

To attune to the cauldron, you must submerge yourself in its brew during a short rest. The brew is a random mixture of various liquids, solids, and gases, and it may have surprising or hilarious effects on you. Once you have attuned to the cauldron, it will vibrate for a few seconds before disappearing. One way or another, the cauldron will always appear whenever you need it. The cauldron is still treated as an item that is worn or carried by you.

Brew a potion

To create a potion, you must spend one hour brewing it using a cauldron. Once brewed, you can drink the potion yourself or give it to someone else as an action. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can drink the potion or give it to another creature to drink. The creature that drinks the potion gains it's effects for 1 hour, unless the potion states something else.

Brew of Wild Magic

This is a chaotic brew that triggers unpredictable effects. To brew it you must throw in the cauldron a piece of cheese and an item you have found within the last 24 hours. The creature that drinks the potion must roll times on the Wild Magic Surge table in the Player’s Handbook (p. 104) and apply the effects immediately.

Brew of Luck

This is a lucky brew that alters fate. To brew it you must throw in the cauldron a gold coin and something you have stolen. The creature that drinks the potion gains luck points, as described in the Lucky feat (PHB p. 167).

Brew of Reversal

This is a paradoxical brew that flips things upside down. To brew it you must throw in the cauldron a potion of healing and a potion of poison. The creature that drinks the potion must roll on the Reversal table below and apply the effect for 1 hour.
d6Effect
1You reverse your alignment (lawful becomes chaotic, good becomes evil, etc.).
2You reverse your languages (you can only speak languages you don’t know).
4You reverse your senses (you can only perceive things that are normally imperceptible to you, such as invisible creatures, the ethereal plane, etc.).
4You reverse your resistances and vulnerabilities (you become resistant to things you are vulnerable to and vice versa).
5You reverse your gravity (you fall upwards instead of downwards).
6You reverse your luck (you treat advantage as disadvantage and vice versa).

Brew of Chaos

This is a wild brew that unleashes pure anarchy. To brew it you must throw in the cauldron a vial of blood from a fiend and a vial of blood from a fey creature. The creature that drinks the potion must roll on the Chaos table below and apply the effect for 1 hour.
d8Effect
1You and all creatures within 30 feet of you swap places randomly.
2You and one creature of your choice within 60 feet of you swap alignments for 1 hour.
3You and all creatures within 30 feet of you are affected by the Enlarge/Reduce (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Double or halve the size of a creature (Con. save) or an object.

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spell for 1 hour. Roll a d6 to determine whether you grow or shrink. Odd numbers mean you grow; even numbers mean you shrink.
4You and all creatures within 30 feet of you are affected by the confusion spell for 1 minute.
5You and one creature of your choice within 60 feet of you swap voices for 1 hour. You can still speak your languages, but sound like each other.
6You and all creatures within 30 feet of you are affected by the Faerie Fire (evocation)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.

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spell for 1 minute. Each creature is outlined in a random color.
7All potions and magical items (except artifacts) within 60 feet of you become mundane and nonmagical. Magical items regain their power after 1 hour.
8You and all creatures within 30 feet must roll a d4. On a 1, the creature suffers the effect of a Harm (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.

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spell. On a 4, the creature benefits from the effect of a Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

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spell. On a 2 or 3, nothing happens.

Chaos of the Cauldron

If you are attuned to the cauldron, you are affected by its chaotic magic. You can’t be unattuned from the cauldron unless you are targeted by a greater restoration spell or similar magic. Also, whenever you make a saving throw and you don’t have advantage or disadvantage on the roll, you can roll a d4. On a 1, you have disadvantage on the roll. On a 4, you have advantage on the roll.

Wild Magic Table

d100Effect
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 (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

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as a 3rd-level spell centered on yourself.
09-10
You cast Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

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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 (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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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 (conjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft square (difficult terrain) must succeed on a Dex. save or fall prone.

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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 (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End all curses affecting one creature or object.

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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
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 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 (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.

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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 (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

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.
53-54
You are immune to being intoxicated by alcohol for the next 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 (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

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centered on yourself.
65-66
Up to three creatures you choose within 30 feet of you take 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 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 (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

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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 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86
You cast Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

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.
87-88
You cast Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

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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 (transmutation)
Level: 5
Casting Time: 1 hour
Concentration: No
Ritual: No

Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random.

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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.

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