TEXT: Page | 1 
  Tome of Obscure Arcana 
   
  A supplement to add more magic to the realms 
  Contents: This supplement introduces Rune and Truename magic by adding 4 new subclasses. 
   
   
  School of Rune Mastery, an Arcane Tradition 
   
  Runic Knight, a Martial Archetype 
   
  College of Truename Keepers, a Bardic College 
   
  The Celestial, an Otherworldly Patron. 
   
  Additional Contents: Minor Rituals, Wild Magic in the planes. 
   
  by Shane “Bluntaxe” Reeves 
   
  Credit:  Rune brushes created by Obsidian Dawn 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 
  1ET, UK. 
  
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  Contents 
  Rune Magic                                      3 
  School of Rune Mastery…………….………………………………3      
  Runic Knight……………………….…..….….….….….….….….…….4 
   
  Truename magic                             5 
  College of Truename Keepers…….….…..….….….….….…..5 
  The 
  Celestial……….….….….…..….….….….….….….….….….….….…..6 
  Eldritch Invocations….….….….….…..….….….….….….….……7 
  Spells……………..….….….….….….….….….….….….….….…….…..8 
  Feat……………….………………………………………………………..….8 
   
  Minor Rituals                                 9 
   
  Wild Magic                                     10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If you enjoyed this supplement, please consider my 
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  Page | 3 
  Rune Magic (ᚨᛚᚢ) 
  Rune magic is an ancient process of bestowing 
  magical power through special rune inscriptions.  
  Thought to have originated with the dwarves; rune or 
  runic magic’s true origins may never be known.  Ask 
  a dwarven scholar and they’ll just tell you they 
  learned it to ‘enhance their ale’.   
   
  Arcane Tradition  
  School of Rune Mastery 
  Rune Mastery is thought to have originated as a 
  tradition with the Dwarves, though it has spread and 
  added onto among many other races over time.  Still 
  a rare tradition to learn, it is considered backwater 
  and primitive by most schools of wizardry.   
  Rune Scribing 
  Starting at 2nd level, you can scribe runes.  This 
  grants you following benefits. 
  When preparing spells, you may scribe runes upon 
  your body, armor or some other item of your 
  choosing.  These runes appear as tattoos or etchings 
  but do not permanently alter the target, disappearing 
  when a new set of spells are prepared.   
  When casting spells you may trace with your hand the 
  runes and treat them as though an Arcane Focus.  
  This requires a free hand or to be holding the item 
  that was scribed upon.   
  Rune of Enduring Energy 
  Beginning at 2nd level, you can begin using your runes 
  to maintain your spells.  So long as the target of the 
  spell is only you or an object in your possession, you 
  may assign one of your concentration spells to a 
  special rune you scribe when preparing spells.  When 
  casting a second concentration spell, it does not 
  disrupt the first, allowing you to maintain 
  concentration on two spells at once.  If something 
  would cause you to lose concentration both spells are 
  disrupted.  After used, this feature may not be used 
  again until after a short or long rest.   
  Swift Sigil 
  Beginning at 6th level you can begin storing magical 
  energies into your runes.  You may prepare a single 
  cantrip or 1st level spell with a casting time of 1 
  action.  You may cast that spell as a bonus action.    
  When you do so, you can't do so again until you finish 
  a short or long rest.  You may change the prepared 
  swift sigil each time you prepare spells.  
  Eldritch Engravings 
  Starting at 6th you begin learning to master etching 
  magical runes related to spells.  When you cast magic 
  circle or glyph of warding, you may do so without the 
  material requirements.  You may not do so again until 
  you have completed a long rest. 
  Swift Sigil II 
  At 10th level, you may now prepare two spells with 
  your Swift Sigil feature.  One of which may now be of 
  2nd or 3rd level. 
  Eldritch Engravings II 
  At 10th level, you may now include the spell 
  teleportation circle in your Eldritch Engravings 
  feature.   
  Rune Sight 
  Beginning at 10th level, you are able to more easily 
  discover and read hidden magical writing.  You may 
  commit to memory a new sigil sequence in a single 
  round (See teleportation circle).  Additionally you 
  have advantage on Intelligence (Investigation) checks 
  to discover Glyphs such as from the spells glyph of 
  warding or symbol.   
     
  Master of Runes 
  Starting at 14th level, the spells magic circle, glyph of 
  warding and teleportation circle all gain the Ritual tag for 
  you.  Additionally, when casting the spell magic circle as a 
  prepared spell, you may do so with a casting time of a 
  single action. 
   
   
   
   
   
   
   
   
   
  
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  Martial Archetype 
  Runic Knight 
   
  Runes of the Flesh 
  When you choose this archetype at 3rd level you gain 
  proficiency with artisan’s tools (tattooist tools). 
  Runes of Power 
  At 3rd level you are able to scribe and activate special 
  runes of power.  These runes are powered by a 
  special rune dice. 
  Runes:  You learn two runes of your choice.  Some 
  runes listed require you to be a certain level before 
  taking them.  You learn an additional rune at 7th, 10th, 
  and 15th level.   
  Rune Dice:  You have four rune dice, which are d8s.  
  A rune die is expended when you use it.  You regain 
  all of your expended rune dice when you finish a 
  short or long rest. 
  You gain another rune die at 7th level and one more 
  at 15th level. 
  Saving Throws:  Some of your runes require your 
  target to make a saving throw to resist the rune’s 
  effects.  The saving throw DC is calculated as follows: 
   
  Rune save DC = 8 + your proficiency bonus + your 
  Con modifier  
   
  Summon Armor 
  When you reach 7th level, you are able to quickly 
  summon your armor.  By scribing a small rune on 
  your armor during a short or long rest you are able to 
  mark the armor.  By activating this feature the armor 
  disappears and reappears fully equipped on your 
  body, or laid out next to you.  This allows you to be 
  able to don or doff armor as a single action.  This 
  feature does not function on the ethereal plane, and 
  spells or effects that prevent teleportation or planar 
  travel also prevent this feature.   
  Improved Runes 
  At 10th level, your rune dice turn into d10s. At 18th 
  level, they turn into d l2s. 
   
   
  Goblinoid Sensor 
  Starting at 15th level a special rune scribed on your 
  body glows faintly in the presence of goblinoids, 
  warning you of their threat.  This allows you to be 
  unable to be surprised by goblinoids.  This feature 
  will not warn you of new goblinoids if there are 
  goblinoids already in your presence.   
  Poisoner’s Bane 
  Beginning at 18th level, you are able to scribe a 
  special rune with ink or blood upon a mug or some 
  other vessel containing food or drink.  The rune will 
  warn you of any poison contained within the vessel.  
  After used, this feature may not be used again until 
  after a short or long rest.     
  Runes 
  Rune of the Shield.  When taking the help action you 
  may expend a rune die, adding the rune to the AC of 
  the creature you helped.  You must be wielding a 
  shield in order use this rune.   
  Runes of the Elements.  When taking the dodge 
  action you may expend a rune die.  Choose a damage 
  type, until your next turn damage is reduced by an 
  amount equal to the rune die roll, from sources of 
  damage type chosen.  You must be wielding a shield 
  in order use this rune.   
  Rune of Ghostly Image.  When you hit a creature 
  with weapon attack, you can expend one rune die.  A 
  ghostly weapon, mirroring the one you wield, also 
  strikes at the target.  You add the rune die as necrotic 
  damage to the attack.  Gain temporary hit points 
  equal rune die roll.  
  Rune of the Mountain.  When you hit a creature with 
  weapon attack, you can expend one rune die.  Stone 
  hands grasp at a non-flying creature, causing 
  bludgeoning damage equal to the rune die roll.  The 
  target must make a Strength saving throw.  On a 
  failed save, it becomes grappled.  
  Rune of Dishonor.  When you hit a creature with 
  weapon attack, you can expend one rune die.  The 
  target becomes cursed, and takes a penalty equal to 
  the rune die roll to a saving throw type of your choice.  
  This curse lasts until the end of your next turn.  
  Targets immune to charm are immune to this rune.   
  Empowering Rune.  When using the second wind 
  feature you can expend one rune die.  You levitate up 
  
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  15 feet and you begin to crackle with electricity.  Until 
  the start of your next turn, whenever you are struck 
  by melee attacker, the attacker takes electrical 
  damage equal to your rune die roll.   
  Rune of the Elements.  Prerequisite: 7th level.  
  Choose an element type when you choose this rune.  
  When you make a weapon attack roll against a 
  creature, you can expend one rune die.  You summon 
  a number of 1/4 CR elementals equal to the rune die 
  roll of the element selected.  The elementals remain 
  for 1 minute, and do not require concentration.  They 
  otherwise work as though a conjure minor 
  elementals spell.  Once used, this rune may not be 
  used again until after a short or long rest.     
  Rune of Ancestors.  Prerequisite: 7th level.  At the 
  end of a short rest, in which you expended one or 
  more hit dice, you expend one of your rune dice.  You 
  heal an amount equal to the rune die.  Additionally, 
  you duplicate the effects of the augury spell. 
  Rune of Arcane Absorption.    Prerequisite: 7th level.  
  When a creature you can see begins to cast a spell, as 
  your reaction you may expend one of your rune dice.  
  You duplicate the effects of the counterspell spell.  
  Once used, this rune may not be used again until after 
  a short or long rest.     
  Rune of Eternal Chasm.  Prerequisite: 7th level.  
  When you hit a creature with weapon attack, you can 
  expend one rune die.  The creature is affected by an 
  illusion forcing them to think they are falling down a 
  bottomless chasm.   The target must make an 
  Intelligence saving throw.  On a failed save, the 
  creature takes psychic damage equal to your rune die 
  + your Constitution modifier, and the target becomes 
  prone.  Creatures immune to illusions are immune to 
  this effect. 
   
  Truename Magic 
  Everyone and everything has a truename.  A hidden 
  and secret language of the gods, those that know the 
  truename has sway over that which it identifies.  No 
  two creatures will ever have the same truename.  A 
  truename spoken cannot be simply overheard, for it is 
  a language only the gods and some god-like beings 
  can truly understand.  While some mortals have been 
  able to uncover some of the secrets of this powerful 
  language, even they have not learned all of the 
  aspects of knowing a truename. 
   
  Bard College 
  College of Truename Keepers 
  Bards of the College of the Truename Keepers are 
  poets that learn and pass on the oral epics of heroes.  
  Their true focus however is learning and passing on 
  the truename of long lost heroes.  They feel there is 
  no better way to honor and remember the heroes of 
  the past than to keep their truename alive.  Known as 
  a Forgotten Truename, they are truename words of 
  those that have passed or ascended.  Having lost their 
  power over the creature they once identified, the bard 
  now uses them to inspire allies and strike fear into 
  enemies. 
  Truename Tradition 
  When you join the College of the Truename Keepers 
  at 3rd level, you learn the spell reveal truename.  
  The spell counts as a bard spell for you but it doesn’t 
  count against the number of bard spells you know.  
  You automatically know your own truename. 
  Additionally, you may add a special truename 
  component to any enchantment spell you cast.  By 
  speaking the truename of the target while casting, it 
  doubles the duration of any non-instantaneous 
  enchantment spell.  You must know the truename of 
  the target, and if the spell affects multiple targets, 
  only the creature that you spoke the truename of is 
  affected by the extended duration. 
  You may retain to memory a number of Truenames 
  equal to 1+ your Intelligence modifier. 
  Forgotten Truename 
  Starting at 3rd level you learn a Forgotten Truename.  
  A Forgotten Truename is the truename of a hero or 
  historic creature, such as a dragon, long since gone 
  that your College refuses to be let be lost to time.  The 
  Forgotten Truename is a special truename that does 
  not count toward your maximum truenames known.  
  When you give a Bardic Inspiration die to a creature 
  you may speak the Forgotten Truename to give an 
  additional boost.  The hero may be someone known 
  to many, or someone known to few.  Regardless, it is 
  the legend remembered by the Realms that allows 
  
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  the Forgotten Truename to touch and affect the 
  target's truename.   
  Choose a hero and select the ability score (Str, Dex, 
  Con, Int, Wis, Cha) that best defines that hero.  If a 
  character uses a Bardic Inspiration die on an ability 
  check or saving throw of the chosen type, they may 
  re-roll the inspiration die if the result is a 1.  The 
  second roll must be used.  You may work with your 
  DM to choose a hero from the history of the Realms 
  or to establish one yourself, perhaps even a previous 
  character you have played. 
  Forgotten Truename II 
  Beginning at 6th level you learn an additional name 
  for the Forgotten Truename feature.  Choose a new 
  ability score and again work with your DM to 
  determine who the hero was.   
  Judgment of the Forgotten 
  At 14th level, by adding a Forgotten Truename to one 
  of your spells, you strike with extra energy.  You can 
  expend one use of Bardic Inspiration after a target 
  fails a saving throw from one of your Bard spells that 
  causes psychic damage.  Roll a Bardic Inspiration die 
  and add the number rolled to the damage. 
   
  Otherworldly Patron 
  The Celestial 
  Your patron is a celestial being of great power.  The 
  being has perhaps fallen from graces from their deity, 
  or it disagrees how best to further their goals.  
  Celestial patrons more commonly however, are 
  celestial beings whose deity has died.  A celestial 
  patron’s goals may match or oppose that of their 
  deity's, and the Warlock is unlikely to ever learn of 
  what deity the celestial follows.  The celestial is able 
  to grant power by unlocking knowledge of Truename 
  magic to the warlock.     
  Expanded Spell List 
  The Celestial lets you choose from an expanded list 
  of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list for 
  you. 
   
   
  Celestial Expanded Spells 
  Spell Level 
  Spells 
  1st 
  Healing Word, Command 
  2nd 
  Alter Self, Locate Object 
  3rd 
  Feign Death, Remove Curse 
  4th 
  Locate Creature, Death Ward 
   
   
  Language of the Gods 
  At 1st level you learn the spell reveal truename.  The 
  spell counts as a warlock spell for you but it doesn’t 
  count against the number of warlock spells you know.  
  You automatically know your own truename.  You 
  may retain to memory a number of truenames equal 
  to 1+ your Intelligence modifier. 
  Alter Fate 
  At 1st level you are able to whisper the truename of a 
  creature that you know, granting it a subconscious 
  awareness of its place in the universe and altering in 
  a small way the fate of a creature.  As a bonus action, 
  if the creature is within 60 feet of you, you may 
  choose to grant it one of the following effects. 
   
  The creature automatically succeeds any 
  death saving throws until the end of its next 
  turn.   
   
  The creature gains 1 temporary hit point. 
   
  The creature gains advantage on 
  Concentration checks until the end of its next 
  turn. 
  Wrack Existence 
  At 6th level you have learned to speak the truename 
  of a creature to make it question its very existence.  
  When a creature you can see that you know the 
  truename of makes an attack you may use your 
  reaction to speak its truename.  A brief disorientation 
  of reality causes the target to have disadvantage on 
  their first attack.   
  You can’t use this feature again until you finish a 
  short or long rest. 
  Thy Own Truename 
  Beginning at 10th level you have gained a stronger 
  grasp of your own truename.  You gain the following 
  benefits. 
   
  Your truename does not count toward the 
  limit of truenames you may know. 
  
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   
  You have advantage on any saving throw to 
  prevent others from learning your truename 
   
  You may as a reaction speak your own 
  truename when forced to make a saving 
  throw to prevent changing shape or to 
  become petrified.  You gain advantage on the 
  saving throw. 
  Shatter Existence 
  Starting at 14th level, when a creature fails a saving 
  throw from a spell you cast containing their truename 
  component, you can use this feature to shatter their 
  very existence.  The creature begins to fade and 
  disappear before you.   
  If the target is not a celestial it takes 10d6+40 
  necrotic damage. If this damage reduces the target to 
  0 hit points, the creature and everything it is wearing, 
  except magical items, ceases to exist.  The creature 
  can be restored to life only by means of a true 
  resurrection or a wish spell.   
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
  Eldritch Invocations 
  Painful Presence 
  Prerequisite: herald truename cantrip 
  When you cast herald truename, add your Charisma 
  modifier to the damage it deals. 
  Syllable of Cessation 
  Prerequisite: herald truename cantrip, 5th level 
  You are now able to halt a target in their tracks.  
  When you cast herald truename, on a failed save the 
  target now becomes restrained until the start of your 
  next turn. 
  Divine Petrification 
  Prerequisite: herald truename cantrip, syllable of cessation 
  invocation, 12th level 
  You can cast hold monster at will - targeting a 
  creature you know the truename of - without 
  expending a spell slot or material components. You 
  must finish a long rest before you can use this 
  invocation on the same creature again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Spell Descriptions 
  A new Component type of truename is introduced 
  with this sourcebook.  In order to cast a spell with a 
  truename component, the caster must know the 
  target’s truename, as well as to be able to speak it.   
  Reveal Truename 
  1st-level divination (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour. 
  For the duration you can perceive the realm where 
  truenames reside.  When you cast this spell, and as a 
  bonus action on each turn until the spell ends, you 
  can focus on a visible creature to reveal its truename.  
  The target may choose to make Charisma saving 
  throw to avoid revealing its truename.  Fiends and 
  Celestials have advantage on the saving throw.   
  Additionally this spell allows you to hear the 
  truename language for the duration.  You may hear a 
  spoken truename and immediately learn it without 
  allowing the owner a saving throw.  However, hearing 
  a language not intended for mortals can be a 
  traumatic experience.  Any time you hear another 
  creature speak a truename, you must make an 
  Intelligence saving throw with a DC of 20.  If you fail, 
  you gain a random short-term madness (see DMG 
  p259).  If you fail this save by more than 5 you gain a 
  long-term madness.   
  Once a truename is revealed, you may use it for the 
  duration of this spell.  The nature of the truename 
  language causes it to fade from you’re your memory 
  at the end of the spell's duration.  You may attempt to 
  retain knowledge of the truename.  To do so, make an 
  Intelligence (Arcana) ability check contested by the 
  owner’s Charisma check.  If you succeed you may 
  retain the truename and continue to use it after the 
  duration of this spell.   
  You may retain to memory a number of truenames 
  equal to 1+ your Intelligence modifier.  You may 
  choose to forget a truename at any time in order to 
  learn a new one.   
  At Higher Levels.  If you cast this spell using a spell 
  slot of 2nd level or higher, the duration of the spell 
  increases by 1 hour for each slot level above 1st. 
   
  Herald Truename 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, truename 
  Duration: Instantaneous 
  You speak the truename of a creature and the planes 
  shift sending a shock of energy into the target.  The 
  target must make a Charisma saving throw or take 
  1d10 radiant damage.   
  The spell becomes more devastating at higher levels; 
  2d10 damage at 5th, 3d10 at 11th and 4d10 at 17th.   
   
  Feats 
  The below feat can be used in conjunction with the 
  Reveal Truename spell.   
  Celestial Utterance 
  Prerequisite: Know the reveal truename spell. 
  You may utter the truename of a creature you know 
  to exhort influence over it.  When you do so, you 
  duplicate one of the below spells against it, cast at its 
  lowest level.   
   
  Friends 
   
  Command 
  Your spellcasting ability for the spell is Charisma.  
  Once you cast it, you must finish a long rest before 
  you can cast it again. 
   
   
  
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  Minor Rituals 
  Minor rituals are what a Wizard might call commoner 
  magic, and the ignorant might call silly superstitions.  
  Usually traditions passed on from one generation to 
  the next, minor rituals provide a touch of arcane 
  protection to the common folk who might otherwise 
  have none.   
  Minor rituals are not an efficient use of magic, at least 
  not for the average adventurer.  These rituals are 
  designed and intended to add a touch of magic to the 
  remote village the players might visit, or explain how 
  one family may have survived a threat that no-one 
  else did.  They could be used as DM hooks for low 
  level adventures or simply added in to spice things 
  up.   They are usually passed down from parent to 
  child by commoners as they grow up.  Considered 
  witchcraft in some societies, practitioners may do 
  their best to hide their knowledge and practice. 
   
  MINOR RITUALS FOLLOW THE FOLLOWING RULES. 
  Anyone can cast a minor ritual should they know the 
  process.  The ritual casting feature is not required.  
  All minor rituals require specific material 
  components and processes that must be available.  
  Casting a minor ritual takes at least 1 hour per day 
  for a week.  Casting a minor ritual is usually location 
  or item based, and that location or item must be 
  visited at the time of each casting. 
   
  Minor Rituals 
  Ritual of the Disregarding Demon 
  Casting Time: 1 hour a day for 1 week 
  Components:  V, M (Thistle, Cloves, Specially brewed alcohol) 
  Utilizing thistle, cloves and special alcohol brewed 
  specially for the ritual, an arcane symbol if formed 
  that is hung over a door or window. The alcohol is 
  spread about the dwelling or home to be affected.  
  Upon completion of the ritual the home and its 
  occupants are seemingly ignored by demons.  
  Perhaps it is invisible to them, or perhaps the demon 
  senses the respect and fear they feel they deserve.  
  Either way, demons seemingly ignore the household 
  when passing through an area.  Additionally, a demon 
  that is summoned or appears within the household 
  will simply leave if unprovoked.  If the home contains 
  an object a demon desires, a creature they seek, or is 
  threatened in any way this ritual has no effect. 
  This ritual is considered demon worship by some 
  cultures and has been found included in the writings 
  of some cults.  Still there are those who pass the 
  ritual down and claim it is ward against evil and not 
  worshipping them.   
   
  Ritual of Blind Luck 
  Casting Time: 1 hour a day for 1 month 
  Components:  M (Incense and an object considered lucky by the 
  culture) 
  This ritual is performed for an hour each day for a 
  month immediately following an event of particularly 
  bad luck on the caster's part.  Incense is burned in 
  front of an object that is considered lucky by the 
  culture of the caster.  Items such as a rabbit’s foot, 
  horse shoe or any other small trinket could be used.  
  Once complete the item holds incredible luck, but the 
  caster may never know how or when that luck will 
  present itself.  So long as the caster holds the item, 
  one lucky thing will occur for them, almost always in 
  a way unnoticeable by them.  The lucky event will 
  occur sometime within a year of the casting and 
  afterward the item and the ritual will have no further 
  effect.  An example would be the caster goes to 
  collect fire wood and returns to camp without 
  incident.  What they didn't know was a hungry Ogre 
  hunting for food was about to stumble upon the 
  caster.  Instead a large Elk wandered in front of the 
  Ogre, providing a larger and easier prey. 
  It is thought this ritual will only work once for a 
  caster and never again, but that has never been 
  proven.  Really, because of the unknown nature of the 
  luck, many don't believe it works at all.  While others 
  will think every good thing that happens to them is 
  because of the object, long after the magic has 
  passed.   
  Some churches of Tymora have disavowed this ritual 
  as it does not invoke her power.  While other 
  churches and followers of Tymora simply say all luck 
  comes from her, even from rituals such as this. 
   
   
  
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  Ritual of Nixing Nightmares 
  Casting Time: 1 hour a day for 1 week 
  Components:  V, M (Small sweet snacks, shiny trinkets, and 
  children's teeth) 
  This ritual is performed for an hour each day for a 
  week, afterward it must maintained by casting again 
  at least once a week.  This ritual includes decorating 
  trees with small shiny objects, giving small treats as 
  offerings and leaving the teeth that children loose as 
  gifts.  It is thought that these offerings are enjoyed by 
  and taken by Fey-kind such as sprites and fairies, or 
  perhaps they simply disappear into the feywild.  After 
  first completed and while maintained those dwelling 
  in the household targeted by the ritual find they never 
  have nightmares.  Additionally, they sometimes find 
  when they wake up additional decorations have 
  appeared, objects rearranged or organized and it isn't 
  unheard of that a few copper pieces may show up, 
  particularly when a child's tooth is left behind. 
  Some cultures believe that using this ritual will 
  eventually lead to children in the neighborhood being 
  snatched up by hags.  Legend also has it, that one set 
  of particularly abusive parents who performed this 
  ritual were murdered in their sleep. 
   
   
  Wild Magic 
  With all of the randomness the Wild Magic Surge 
  chart provides for 5e, more randomness can only 
  mean more fun.  When the player's start planar 
  traveling, don't let them expect to get the same 
  results as they've been getting back on their home 
  plane.  The energies of magic on the planes don't 
  always act the same, and so the way a sorcerer 
  gathers and unleashes them would change as well.  
  So through that philosophy the unleashed wild surge 
  would of course change as well. 
  Below are two custom Wild Magic Surge charts 
  inspired by this thought, one for the Feywild, and 
  another for the Shadowfell.  The benefits/risks are 
  roughly the same as the default charts with some 
  minor increases in power, as well as a bit more 
  hostile creatures that may appear.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Page | 11 
   
  WILD MAGIC SURGE - FEYWILD 
  d100 
  Effect 
  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. 
  51-52 
  Illusory glowing fairies float around you for the next 
  minute.  While they do, you have resistance to psychic damage. 
  03-04 
  For the next minute, you can't be charmed. 
  53-54 
  For the next 5d6 days only alcoholic beverages will quench your 
  thirst.  A remove curse or the kiss of a Dryad will remove this 
  effect. 
  05-06  
  2d6 Giant Owls (*creature P327 DMG) controlled by the DM 
  appears in an unoccupied space within 60' of you and are hidden. 
  55-56 
  All buttons, clasps, bows, knots and similar devises you wear 
  immediately come undone.  
  07-08 
  You cast Sleet Storm centered upon yourself.  This lasts for 1 
  minute and continues without concentration. 
  57-58 
  For the next minute any object or creature you touch is affected 
  as though by the Faerie Fire spell. 
  09-10 
  You cast Sleep as a 5th-level spell. 
  59-60 
  You regain your lowest-level expended spell slot.  
  11-12 
  Your hair changes color and sparkles in the sunlight.  Roll 
  1d10.  1-2. Bright Red.  3-4.  Yellowish Blonde.  5-6.  Pixie 
  Green.  7-8.  Light Blue.  9-10.  Shiny Silver 
  61-62 
  For the next minute you must speak in rhymes.  Each time you 
  fail to do so, you take 1d4 psychic damage. 
  13-14 
  You cast Confusion centered on yourself as a 6th level spell. 
  63-64 
  All creatures within 60' of you gain resistance to poison for the 
  next minute. 
  15-16 
  A misty rain begins falling around you in a 30' radius.  A creature 
  that starts their turn within the rain regenerates 2d4 hit points.  
  65-66 
  You cast Moonbeam as a 3rd level spell. 
  17-18 
  A number of small leaves grow scattered about your skin.  After 
  an hour they begin changing color to red orange and 
  yellow.  After two hours they turn brown and fall harmlessly off 
  of you. 
  67-68 
  You are charmed by the nearest creature until the end of your 
  next turn.  You treat the creature as your friend and companion. 
  19-20 
  You cast Entangle centered upon yourself.  This effect lasts 1 
  minute and does not require concentration.   
  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. 
  21-22 
  The next enchantment spell you cast in the next minute is 
  affected as though by the Extended metamagic.  Additionally the 
  target has disadvantage on the saving throw. 
  71-72 
  You gain advantage on all spell saving throws for 1 minute. 
  23-24 
  Your skin turns to a shiny gold color.  A remove curse will end this 
  effect. 
  73-74 
  A random creature within 60' becomes charmed by you for 1d4 
  hours. 
  25-26 
  A magical veil of shifting patterns and lights covers you.  For the 
  next minute you have advantage on Dexterity (Stealth) checks 
  while in the Feywild. 
  75-76 
  Twinkling lights surround you within 30' providing dim 
  light.  Any creature that ends it's turn within 5' of you becomes 
  Incapacitated and invisible for 1d4 rounds. 
  27-28 
  The next spell with a casting time of a bonus action you cast 
  within the next minute, does not use up a spell slot.  
  77-78 
  You cast polymorph on yourself.  If you fail the saving throw you 
  become a deer for the spell's duration. 
  29-30 
  You teleport up to 60 feet to an unoccupied space of your choice 
  that you can see. 
  79-80 
  Illusory dragonflies and flower petals flutter in the air within 10 
  feet of you for the next minute. 
  31-32 
  You are transported to the Prime Material 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. 
  81-82 
  You can take one additional action immediately. 
  33-34 
  The next enchantment spell that you cast in the next minute that 
  charms the target is twinned (as per the metamagic ability). 
  83-84 
  Each creature within 30 feet of you takes 1d10 thunder 
  damage.  You become resistant to thunder damage for the next 
  minute. 
  35-36 
  Roll a d10.  You gain a number of memories from a fey creature 
  (such as a pixie or sprite) equal to the roll of the die.  The nature 
  of the memories, as well as when and how they are revealed, are 
  up to the DM. 
  85-86 
  You cast the Speak with Animals spell 
  37-38 
  2d4 Sprites controlled by the DM appear in unoccupied spaces 
  within 60' of you. 
  87-88 
  You cast Freedom of Movement on a random creature within 
  60' of you. 
  39-40 
  You are cured of all poisons, diseases and all curses are lifted 
  from 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. 
  41-42 
  You are transformed into a prism until the start of your next 
  turn.  While a prism, you are incapacitated and have vulnerability 
  to all damage. If you drop to 0 hit points, you shatter, and your 
  form reverts. 
  91-92 
  If you die within the next minute, you immediately come back 
  to life as if by the resurrection spell back on the material plane. 
  43-44 
  You gain the Tree Stride ability of a Dryad for next minute. 
  93-94 
  3d6 coins you hold turn to wood. 
  45-46 
  You cast Misty Step on yourself. 
  95-96 
  You and all creatures within 30 feet of you gain vulnerability to 
  poison damage for the next minute. 
  47-48 
  A Dryad controlled by the DM appears in an unoccupied space 
  within 60' of you. 
  97-98 
  You are surrounded by faint, ethereal music of enchanting 
  melancholy for the next minute. 
  49-50 
  You are unable to speak for the next minute, whenever you try 
  pastel colored sparkling bubbles float from your mouth. 
  99-00 
  For the next minute you can use your Bend Luck and Metamagic 
  features without spending sorcery points. 
   
  
  Page | 12 
   
  WILD MAGIC SURGE - SHADOWFELL 
  d100 
  Effect 
  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. 
  51-52 
  A spectral skull hovers around your head for the next 
  minute.  While it does, you have resistance to necrotic damage. 
  03-04 
  For the next minute, you have devil sight 60'. 
  53-54 
  For the next 5d6 days water intoxicates you as if it were alcohol.  
  05-06  
  3d4 Shadows (*creature P269 DMG) controlled by the DM 
  appears in an unoccupied space within 60' of you and are 
  hidden. 
  55-56 
  Your hands fall off your body, dropping what they carry, and 
  scurry off into whatever crevice they can find. They immediately 
  grow back. 
  07-08 
  You cast Evard's Black Tentacles centered upon yourself.    
  57-58 
  For the next minute any flames the size of a campfire or smaller 
  you come within 10' of, are extinguished.  Additionally magical 
  darkness you touch is dispelled. 
  09-10 
  You cast Chill Touch as a 5th-level spell. 
  59-60 
  You regain your lowest-level expended spell slot.  
  11-12 
  Roll a d10. The length of your shadow changes by a number of 
  inches equal to the roll. If the roll is odd, it retracts. If the roll is 
  even, it extend 
  61-62 
  For the next minute your eyes shed bright light for 60'. 
  13-14 
  A random creature within 30 feet of you is targeted by a Blight 
  spell.  If the target is undead, it is instead sent to the Prime 
  Material Plane. 
  63-64 
  All creatures within 60' of you gain resistance to fire damage for 
  the next minute. 
  15-16 
  You cast Vampiric Touch 
  65-66 
  Up to 3 creatures you choose take 4d10 necrotic damage.  You 
  heal that amount. 
  17-18 
  Your fingernails, toenails and hair all double in length. 
  67-68 
  Gain a short term madness (DMG p259) for 1d10 minutes. 
  19-20 
  All corpses within 30' of you are affected by the Gentle Repose 
  spell.  
  69-70 
  A darkness spell is cast on the space of each creature within 30 
  feet.  Any casters in the area instead have the spell target their 
  focus (if any.  This effect lasts 1 minute without concentration. 
  21-22 
  You have resistance to necrotic damage for the next minute. 
  71-72 
  You gain advantage on all spell saving throws for 1 minute. 
  23-24 
  Your eyes become invisible making others see nothing but 
  empty sockets.  A remove curse will end this effect. 
  73-74 
  A random creature within 60' becomes frightened for 1d4 hours. 
  25-26 
  A skeletal head protrudes from one of your shoulders.  It does 
  nothing until you try to intimidate someone, at which point it 
  will back up what you say and make additional and exaggerated 
  claims.  You have advantage on Intimidate checks for the next 
  minute.  At the end of the time skull retracts back into the 
  caster's body. 
  75-76 
  You glow a sickly green dim light for 30'.  Any creature that ends 
  it's turn within 5' of you becomes poisoned for 1d4 days. 
  27-28 
  For the next minute your necromancy spells with a casting time 
  of 1 action have a casting time of 1 bonus action.  Additionally 
  they do not require concentration. 
  77-78 
  You cast polymorph on yourself.  If you fail the saving throw you 
  become a bat for the spell's duration. 
  29-30 
  You and the closest undead teleport, swapping positions.  
  79-80 
  Illusory rats scurry about the ground within 10 feet of you for the 
  next 1d4 minutes. 
  31-32 
  You are transported to the Prime Material 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. 
  81-82 
  You can take one additional action immediately. 
  33-34 
  Illusions spells you cast for the next minute are real, as per the 
  Illusory Reality feature of the Wizard. 
  83-84 
  (2d4) skeletons crawl out of the ground around you in 
  unoccupied spaces.  They are under your control.  They are 
  destroyed after an hour. 
  35-36 
  Roll a d10.  If it is an odd number you gain that many additional 
  shadows.  If it is an even number you lose that many (to a 
  minimum of 1). This lasts even when leaving the Shadowfell. 
  85-86 
  You cast the Creation spell 
  37-38 
  A smoky cloud appears and 3d6 Zombies controlled by the DM 
  shamble into unoccupied spaces within 60' of you.  
  87-88 
  You cast Death Ward on a random creature within 60' of you. 
  39-40 
  Recover from any Shadowfell Despair, or any Madness you may 
  suffer from.  
  89-90 
  You cast False Life as a 5th level spell. 
  41-42 
  Your shadow(s) become corporeal and begin tickling you until 
  the start of your next turn.  During this time it provides a half 
  cover (+2 AC).  If you have more than one shadow you have 
  three-quarters cover (+5 AC).  If you have 8 or more shadows 
  you have full cover. 
  91-92 
  If you die within the next minute, you immediately come back to 
  life as if by the Raise Dead spell. Additionally, dead creatures 
  within 60' of you become zombies. 
  43-44 
  As a bonus action this turn, you may treat any shadow as a 
  Dimension Door. 
  93-94 
  For the next minute, your bones begin to shed bright light 
  causing your body to glow red and your skeletal image to appear 
  within.  *(The light only provides dim light for 5'). 
  45-46 
  You cast Spider Climb on yourself. 
  95-96 
  You and all creatures within 30 feet of you gain vulnerability to 
  radiant damage for the next minute. 
  47-48 
  A Shadow Demon controlled by the DM appears in an 
  unoccupied space within 60' of you. 
  97-98 
  You are surrounded by faint, ethereal music of forbidding doom 
  for the next minute. 
  49-50 
  You are unable to speak for the next minute, whenever you try 
  black inky bubbles float from your mouth. 
  99-00 
  You regain 1 expended sorcery point at the start of your turn for 
  the next minute.   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Bluntaxe - Tome of Obscure Arcana.pdf