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Essence of Chaos

potion, rare

This potion has a swirling liquid that changes colors and shapes unpredictably. Sometimes it forms complex fractal patterns, sometimes it creates a miniature scene of a random event, and sometimes it becomes clear and still as if nothing is inside.

Quick Sip

As a bonus action, you can drink a small amount of this potion and gain the following effect: For the next minute, whenever you cast a spell, roll on the Wild Magic Surge table and apply the result. You can do this up to three times before the potion is empty.

Full Gulp

As an action, you can drink the entire potion and gain the following effect: For the next minute, whenever you cast a spell, roll twice on the Wild Magic Surge table and choose which result to apply. This consumes the whole potion.

Chaotic Release

If you drink this potion and do not cast any spells for the next minute, the chaotic energy inside you builds up and explodes at the end of the duration. You must roll on the Wild Magic Surge table four times and apply all the results simultaneously.

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).

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
.
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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

Essence of Chaos

potion, rare

This potion has a swirling liquid that changes colors and shapes unpredictably. Sometimes it forms complex fractal patterns, sometimes it creates a miniature scene of a random event, and sometimes it becomes clear and still as if nothing is inside.

Quick Sip

As a bonus action, you can drink a small amount of this potion and gain the following effect: For the next minute, whenever you cast a spell, roll on the Wild Magic Surge table and apply the result. You can do this up to three times before the potion is empty.

Full Gulp

As an action, you can drink the entire potion and gain the following effect: For the next minute, whenever you cast a spell, roll twice on the Wild Magic Surge table and choose which result to apply. This consumes the whole potion.

Chaotic Release

If you drink this potion and do not cast any spells for the next minute, the chaotic energy inside you builds up and explodes at the end of the duration. You must roll on the Wild Magic Surge table four times and apply all the results simultaneously.

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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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.

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
.
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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.

View on dndbeyond.com
.
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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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