Druid Spell Malfunctions

The druid in our campaign has a condition (more on that another time) that means his spells occasionally malfunction. He's a bit like Presto from the D&D cartoon. Whenever he fails a spell attack roll, or when enemies beat one of his save or suck spells, he rolls on the following malfunction table:

  1. Nature's Embrace: Vines and flowers bloom from the ground in a 20-foot radius around you. Any creature, including you, that enters or starts its turn in this area must succeed on a Strength saving throw or be restrained by the vines until the start of your next turn.

  2. Animal Whisperer: For the next minute, all beasts that come within 20 feet of you can speak common.

  3. Weird Transformation: Your form changes into that of a random beast (CR 1/4 or lower) for 1 minute. You retain your mental stats but assume the physical stats of the beast.

  4. Silence: You lose the ability to speak for 1d4 hours. Whenever you try, butterflies come from your mouth.

  5. Animal Ally: Nearest ally is partially transformed into an animal (Wis save to resist; DC = 10 + (2x spell level)). Roll 1d6 to determine body part: (1) arms; (2) legs; (3) skin; (4) head; (5-6) body. Roll 1d8 for animal type: (1) chicken; (2) gorilla; (3) cow; (4) lizard; (5) snake; (6) horse; (7) dragon; (8) eagle. The duration of this effect is 1d4 days.

  6. Sleep! You immediately fall unconscious and remain so for 1d4 hours or until awakened.

  7. Wooden Armor: Bark covers your skin, granting you +2 AC for the next 10 minutes.

  8. Nature's Call: A random animal is summoned to your side (e.g., bear, eagle, wolf). It obeys your commands for 1 minute before disappearing.

  9. Rain: Rain! But it’s not water. The wizard inadvertently causes a torrential downpour of (roll 1d6): (1) flower petals; (2) garden snails; (3) cow dung; (4) rotten vegetables; (5) iron ingots; (6) snakes (5% chance they are poisonous).

  10. Sunbeam: A beam of radiant energy shoots from your hand. The next creature you point at takes 2d10 radiant damage (Dex save for half).

  11. Healing Bloom: Flowers bloom at your feet, and you and your allies within 10 feet regain 1d10 hit points.

  12. Feral Aura: A primal, ethereal howl resonates from you, awakening the inner beast in all nearby beings. All creatures within 30 feet gain a +2 bonus to attack rolls for 1 minute.

  13. Rooted: Your feet grow roots, anchoring you to the ground. You can't move for 1 minute.

  14. Cloud of ash! Everyone within 20’ of the caster is coated in fine ash.

  15. Bewildering Blossoms: Luminescent flowers burst from the ground around you, releasing a mesmerizing fragrance. All creatures within 10 feet become disoriented, having disadvantage on all saving throws for the next minute.

  16. Sudden Spring: A water spring erupts from the ground at your feet, creating a 20-foot diameter pool of fresh water.

  17. Wind Rider: You gain a fly speed of 60 feet for the next 10 minutes.

  18. Feral Instinct: Your senses heighten. You gain advantage on all Perception checks and cannot be surprised for the next hour.

  19. Withering Wilt: Dark, withered flowers emerge at your feet, giving off a rotting stench. All creatures within 20 feet of you, including yourself, must make a successful DC 13 Constitution saving throw or be poisoned for 1 minute.

  20. Balance of Nature: For the next minute, any spell you cast that deals damage also heals an ally within range for half the amount of damage dealt.

It may surprise you that so many of the malfunctions are benign, but these tables aren't fun if they punish the spellcaster too heavily. Last week, the druid miscast "Produce Flame" and then rolled 17 on the table, causing a pair of enormous leathery batwings to grow from his shoulders. He later wild-shaped into a wolf, and the wings remained--looking very out-of-place. It was a fun moment!

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Highway Encounters