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Stick of Stickyness

What happens when the stick is used

by Anonymous11 months ago
RollResult
1-2

The Stick blows up causing fire damage in a 50ft circle

3-4

The Stick combusts into flame causing damage to the user

5-6

Your Skin turns a random color determined by your DM. A remove curse ends the effect.

7-8

You cast Polymorph on the target. If they fail the saving throw, they turn into the most dangerous thing possible.

9-10

Your feet become glued to the floor DC 20 Str check to escape. The glue disappears after a minute

11-12

A mimic in the form of a random object controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

13-14

Target is covered with a thin layer of honey.

15-16

You become a member of the opposite sex for 1 min

17-18

you become a member of the opposite sex for 24 hours

19-20

You teleport to a random space within thirty feet of you.

21-22

Each creature within 30 feet of you takes necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

23-24

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.

25-26

You cannot pronounce anyones (including yourself) name correctly until the next long rest

27-28

A small sphere shaped object appears in your hand; in the center there is a glass window. Through the window you see what appears to be an egg, ready to hatch soon. Below the window are three buttons. Above, are the words "Ta-Ma-Go-Tc-Hi"

29-30

Butterflies apear around the target. There is no buff/debuff.

31-32

A screaming human appears out of nowhere and falls parallel to the ground straight past you before disappearing again.

33-34

You summon a Tarrasque

35-36

a +1 Dagger falls from the sky and pierces the users arm dealing piercing damage

37-38

You partially lose your sense of taste and smell, making every flavor resemble rot and every scent smell of decay. This is the case for every scent and taste except for all things festering and putrid, which smell like fresh meals and taste like gourmet delicacies until a long rest

39-40

You explode in a gory mess. Instant death

41-42

You are instantly Teleported to the BBEG for 1 minute.

43-44

You are teleported to another plane of exsistance for 1 minute. While there you witness the events of Hazbin Hotels season 2 finale

45-46

You are teleported to another plane of exsistance for 1 minute. While there you witness three burly men in tight speedos dancing the carameldancen dance

47-48

Your character can now see beyond the 4th wall, becoming aware of the Streams and can address the twitch chat directly for the next 5 minutes

49-50

Your next 10 rolls of ANY roll will either be a nat 1 or a nat 20

51-52

Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

53-54

Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

55-56

Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight.

57-58

You grow two sizes, small becomes large, medium becomes huge, etc. this effect lasts until the next long rest

59-60

you shrink two sizes Huge becomes medium, medium becomes tiny, etc this effect lasts until the next long rest

61-62

Lets out a giant fart. no buff or debuff except you take embarrassment dmg

63-64

you shit your pants

65-66

Your head is removed from your body. this does not kill you. you become a dulluhan. you have to carry your head with you.

67-68

Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.

69-70

Major Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 () poison damage. Anytime you drink alcohol or take another drug, you take 3 () poison damage. Magic such as the regenerate spell can cure your liver failure.

71-72

Migraine. You have disadvantage on Intelligence ability checks and saving throws. Magical healing, a long rest, or a DC12 usage of a healer's kit ends the migraine.

73-74

You grow a beard

75-76

You become a wereraven

77-78

you become a werewolf

79-80

you become a wearbear

81-82

you become a weretiger

83-84

you become very young

85-86

you become very old

87-88

you are turned into a ice statue. remove curse will reverse this

89-90

Everyone around you starts to rot and decay. turning into zombies. a wisdom saving through DC 19 will break the illusion or being hit by another PC.

91-92

Your are teleported 60ft up in the air

93-94

you are turned inside out. instant death.

95-96

Flowers pop out of the end of the stick

97

you render time and space apart. the campaign ends.

98

when ever you cast a spell until the next long rest you must use the wild magic chart.

100

you cast a spell of your choosing at its highest level without using a spell slot and damage is rolled as a critical hit.