Armory of Thazridun

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Armory of Tharizdun Designed for Dungeons & Dragons 5E

Custom items can be found at the end of this document.


Rolling for a random spell is easy! First determine whether you want to roll for spells level
Cantrip - 5 (1d6) or spells level Cantrip - 9 (1d10) then roll on the table below.

Dice Result Spell Level

1 Cantrip

2 level 1

3 level 2

4 level 3

5 level 4

6 level 5

7 level 6

8 level 7

9 level 8

10 level 9

Easy, right? Now for the fun part. Once the level of spell has been determined go to the
corresponding table, starting on the next page, & roll 1d100 to determine the spell* that is cast.

This table was made specifically for unique magic items created by Rat King NOW! Though it
can be used in any scenario. The items can be found at the end of this document. For more free
D&D content check out my blog:

ratkingnow.wordpress.com

*this document assumes you have access to the Dungeons & Dragons 5E Player’s Handbook


Armory of Tharizdun Page 1


Dice Roll
Cantrips
78-80 Thorn Whip
Dice Roll
81-87 Thunderclap
01-02 Acid Splash
88-94 True Strike
03-05 Blade Ward
94-100 Viscious Mockery
06-07 Chill Touch

08-10 Control Flames

11-12 Create Bonfire

13-15 Dancing Lights

16-17 Druidcraft

18-20 Eldritch Blast

21-22 Fire Bolt

23-25 Friends

26-27 Frostbite

28-30 Guidance

31-32 Gust

33-35 Light

36-37 Mage Hnd

38-40 Magic Stone

41-42 Mending

43-45 Message

46-47 Minor Illusion

48-50 Mold Earth

51-52 Poison Spray

53-55 Prestidigitation

56-57 Produce Flame

58-60 Ray of Frost

61-62 Resistance

63-65 Sacred Flame

66-67 Shape Water

68-70 Shillelagh

71-72 Shocking Grasp

73-75 Spare the Dying

76-77 Thaumaturgy

Armory of Tharizdun Page 2


Level 1 Spells 45-46 Floating Disk

47 Fog Cloud

Dice Roll 48 Goodberry

1-2 Absorb Elements 49-50 Grease

3 Alarm 51 Guiding Bolt

4-5 Animal Friendship 52 Hail of Thorns

6 Armor of Agathys 53-54 Healing Word

7-8 Arms of Hadar 55 Hellish Rebuke

9 Bane 56 Heroism

10 Beast Bond 57-58 Hex

11 Bless 59-60 Hideous Laughter

12-13 Burning Hands 61-62 Hunter’s Mark

14-15 Catapult 63-64 Ice Knife

16 Charm Person 65 Identify

17-18 Chromatic Orb 66-67 Illusory Script

19 Color Spray 68-69 Inflict Wounds

20 Command 70 Jump

21-22 Compelled Duel 71-72 Longstrider

23 Comprehend Languages 73-74 Mage Armor

24 Create or Destroy Water 75-76 Magic Missile

25-26 Cure Wounds 77-78 Protection from Good & Evil

27 Detect Evil and Good 79-80 Purify Food & Drink

28 Detect Magic 81-82 Ray of Sickness

29-30 Detect Poison & Disease 83-84 Sanctuary

31 Disguise Self 85-86 Searing Smite

32 Dissonant Whispers 87-88 Shield

33-34 Divine Favor 89-90 Shield of Faith

35 Earth Tremor 91-92 Silent Image

36 Ensuring Strike 93-94 Sleep

37-38 Entangle 95 Speak with Animals

39 Expeditious Retreat 96 Thunderous Smite

40 Faerie Fire 97 Thunder wave

41-42 False Life 98 Unseen Servant

43 Feather Fall 99 Witch Bolt

44 Find Familiar 100 Wrathful Smite

Armory of Tharizdun Page 3


55-56 Gentle Repose

Level 2 Spells
 57-58 Gust of Wind

59-60 Heat Metal

Dice Roll 61-62 Hold Person

1 Acid Arrow 63-64 Invisibility

2 Aganazzar’s Scorcher 65-66 Knock

3 Aid 67-68 Lesser Restoration

4 Alter Self 69-70 Levitate

5 Animal Messenger 71-72 Locate Animal or Plants

6 Arcane Lock 73-74 Locate Object

7 Arcanist’s Magic Aura 75 Magic Mouth

8 Augury 76 Magic Weapon

9 Bane 77 Mirror Image

10 Barkskin 78 Misty Step

11-12 Beast Sense 79 Moonbeam

13-14 Blindness/Deafness 80 Pass Without Trace

15-16 Blur 81 Phantasmal Force

17-18 Branding Smite 82 Prayer of Healing

19-20 Calm Emotions 83 Protection from Poison

21-22 Cloud of Daggers 84 Pyrotechnics

23-24 Continual Flame 85 Ray of Enfeeblement

25-26 Cordon of Arrows 86 Rope Trick

27-28 Crown of Madness 87 Scorching Ray

29-30 Darkness 88 See Invisibility

31-32 Darkvision 89 Shatter

33-34 Detect Thoughts 90 Silence

35-36 Dust Devil 91 Skywrite

37-38 Earthbind 92 Snowball Swarm

39-40 Earthen Grasp 93 Spider Climb

41-42 Enhance Ability 94 Spike Growth

43-44 Enlarge/Reduce 95 Spiritual Weapon

45-46 Enthrall 96 Suggestion

47-48 Find Steed 97 Warding Bond

49-50 Find Traps 98 Warding Wind

51-52 Flame Blade 99 Web

53-54 Flaming Sphere 100 Zone of Truth

Armory of Tharizdun Page 4


Level 3 Spells


Dice Roll 60-61 Meld Into Stone

1 Animate Dead 62-63 Minute Meteors

2 Aura of Vitality 64-65 Nondetection

3 Beacon of Hope 66-67 Phantom Steed

4 Bestow Curse 68-69 Plant Growth

5 Blinding Smite 70-72 Protection from Energy

6-7 Blink 73-75 Remove Curse

8-9 Call Lightning 76-78 Revivify

10-11 Clairvoyance 79-82 Sending

12-13 Conjure Animals 83-84 Sleet Storm

14-15 Conjure Barrage 85-86 Slow

16-17 Counterspell 87-88 Speak with Dead

18-19 Create Food & Water 89 Speak with Plants

20-21 Crusader’s Mantle 90 Spirit Guardians

22-23 Daylight 91 Stinking Cloud

24-25 Dispel Magic 92 Tidal Wave

26-27 Elemental Weapon 93 Tiny Hut

28-29 Erupting Earth 94 Tongues

30-31 Fear 95 Vampiric Touch

32-33 Feign Death 96 Wall of Sand

34-35 Fireball 97 Wall of Water

36-37 Flame Arrows 98 Water Breathing

38-39 Fly 99 Water Walk

40-41 Gaseous Form 100 Wind Wall

42-43 Glyph of Warding

44-45 Haste

46-47 Hunger of Horror

48-49 Hypnotic Pattern

50-51 Lightning Arrow

52-53 Lightning Bolt

54-55 Magic Circle

56-57 Major Image

58-59 Mass Healing Word

Armory of Tharizdun Page 5


Level 4 Spells


Dice Roll 81-84 Staggering Smite

1-2 Arcane Eye 84-87 Stone Shape

3-5 Aura of Life 88-91 Stoneskin

6-7 Aura of Purity 91-92 Storm Sphere

8-10 Banishment 93-94 Vitriolic Sphere

11-12 Black Tentacles 95-98 Wall of Fire

13-15 Blight 99-100 Watery Sphere

16-17 Compulsion

18-20 Confusion

21-22 Conjure Minor Elemental

23-25 Conjure Woodland Beings

26-27 Control Water

28-30 Death Ward

31-32 Dimension Door

33-35 Divination

36-37 Dominate Beast

38-40 Elemental Bane

41-42 Fabricate

43-45 Faithful Hound

46-47 Fire Shield

48-50 Freedom of Movement

51-52 Giant Insect

53-55 Grasping Vine

56-57 Greater Invisibility

58-60 Guardian of Faith

61-62 Hallucinatory Terrain

63-65 Ice Storm

66-67 Locate Creature

68-70 Phantasmal Killer

71-72 Polymorph

73-75 Private Sanctum

76-77 Resilient Sphere

78-80 Secret Chest

Armory of Tharizdun Page 6


Level 5 Spells


Dice Roll 79-80 Passwall

1-2 Animate Objects 81-82 Planar Binding

3-5 Antilife Shell 83-84 Raise Dead

6-7 Arcane Hand 85-86 Reincarnate

8-10 Awaken 87-88 Scrying

11-12 Banishing Smite 89-90 Seeming

13-15 Circle of Power 91-92 Swift Quiver

16-17 Cloudkill 93-94 Telekenises

18-20 Commune 95 Telepathic Bond

21-22 Commune with Nature 96 Teleportation Circle

23-25 Cone of Cold 97 Transmute Rock

26-27 Conjure Elemental 98 Tree Stride

28-30 Conjure Volley 99 Wall of Force

31-32 Contact Other Plane 100 Wall of Stone

33-35 Contagion

36-37 Control Winds

38-40 Creation

41-42 Destructive Wave

43-45 Dispel Good & Evil

46-47 Dominate Person

48-50 Dream

51-52 Flame Strike

53-55 Geas

56-57 Greater Restoration

58-60 Hallow

61-62 Hold Monster

63-65 Immolation

66-67 Insect Plague

68-70 Legend Lore

71-72 Maelstrom

73-74 Mass Cure Wounds

75-76 Mislead

77-78 Modify Memory

Armory of Tharizdun Page 7


Level 6 Spells


Dice Roll 81-83 Transport Via Plants

1-2 Arcane Gate 84-87 True Seeing

3-5 Blade Barrier 87-90 Wall of Ice

6-7 Bones of the Earth 91-93 Wall of Thorns

8-10 Chain Lightning 94-96 Wind Walk

11-12 Circle of Death 97-100 Word of Recall

13-15 Conjure Fey

16-17 Contingency

18-20 Create Undead

21-22 Disintegrate

23-25 Eyebite

26-27 Find the Path

28-30 Flesh to Stone

31-32 Forbiddance

33-35 Freezing Sphere

36-37 Globe of Invulnerability

38-40 Guards & Wards

41-42 Harm

43-45 Heal

46-47 Heroes’ Feast

48-50 Instant Summons

51-52 Investiture of Flame

53-55 Investiture of Ice

56-57 Investiture of Stone

58-60 Investiture of Wind

61-62 Irresistible Dance

63-65 Magic Jar

66-67 Mass Suggestion

68-70 Move Earth

71-72 Planar Ally

73-75 Primordial Ward

76-77 Programmed Illusion

78-80 Sunbeam

Armory of Tharizdun Page 8


Level 7 Spells Level 8 Spells

Dice Roll Dice Roll

1-5 Arcane Sword 1-5 Animal Shapes

6-9 Conjure Celestial 6-10 Antimagic Field

10-14 Delayed Blast Fireball 10-14 Antipathy/Sympathy

15-20 Divine Word 15-19 Clone

21-25 Etherealness 20-25 Control Weather

26-30 Finger of Death 25-30 Demiplane

31-35 Fire Storm 31-35 Dominate Monster

36-40 Forcecage 36-39 Earthquake

41-44 Magnificent Mansion 40-45 Feeblemind

45-49 Mirage Arcane 46-50 Glibness

50-54 Plane Shift 51-55 Holy Aura

54-59 Prismatic Spray 56-60 Horrid Wilting

60-64 Project Image 61-65 Incendiary Cloud

65-70 Regenerate 66-70 Maze

71-74 Resurrection 71-75 Mind Blank

75-79 Reverse Gravity 75-80 Power Word Stun

80-83 Sequester 81-85 Sunburst

84-87 Simulacrum 86-90 Telepathy

88-90 Symbol 90-100 Tsunami

91-95 Teleport

96-100 Whirlwind

Armory of Tharizdun Page 9


Level 9 Spells

Dice Roll

1-8 Astral Projection

9-15 Foresight

13-18 Gate

19-25 Imprisonment

26-30 Mass Heal

31-35 Meteor Swarm

36-40 Power Word Heal

41-45 Power Word Kill

46-51 Prismatic Wall

52-60 Shapechange

61-72 Storm of Vengeance

73-81 Time Stop

82-89 True Polymorph

90-92 True Resurrection

93-99 Weird

100 Wish

I got my inspiration for this when watching my


party’s warlock roll wild magic. My players
are always so elated or utterly defeated by
the results and it was something that not
even I, the DM, could predict. It created a
really special moment around the table,
whether it miraculous or disastrous. Below
I’ve included some unique magic items that
use the random spell tables for you to use
around your table. I hope they bring as much
fun and joy to your table as they have mine.
Visit my blog for more free D&D materials:

ratkingnow.wordpress.com

Twitter: @ratkingnow

As always - thank you for you support!


Armory of Tharizdun Page 10


Armory of Tharizdun

Armory of Tharizdun Page 11


Amulet of Tharizdun Fist of Tharizdun
Jewelry (necklace), Uncommon Weapon (+1 war hammer), legendary item
(requires attunement)

This amulet holds one charge at a time. Each


day a creature wearing this necklace can A creature attuned to the war hammer can
expend that charge to cast a random spell up use a standard action to cast a spell up to
to fifth level. When a creature uses the level five daily. When a creature uses the
random spell feature of this item they must random spell feature they must make a WIS
make a WIS save DC 10. On a failed save save DC 14. On a failed save the creature
the creature must roll must roll for short term madness (DMG 259).
for short term The war hammer regains the random spell
madness (DMG 259). feature each day at dawn.
The amulet regains
one charge everyday Eternal Darkness: The war hammer holds
at dawn. two charges. Each day a creature attuned to
it can expend on charge on a successful hit.
A creature struck with this feature must make
a DC 14 CON saving throw. On a failed save
the creature hit suffers blindness/deafness
even if they are immune.

Shackles of Tharizdun Wabbajack


Armor (Bracers), very rare (requires attunement) weapon (staff), legendary item (requires attunement)

A creature attuned to the shackles can use a The wabbajack holds two charges. A creature
attuned to it can expend one charge as a
standard action to cast a random spell daily,
standard action to do one of the following.
this feature recharges everyday at dawn.
1. Cast a spell at random up to fifth level.
When a creature uses the random spell 2. Cast a spell at random up to ninth level.
feature they must make a CON save DC 14.
On a failed save the creature must roll for When one charge is used the creature using the
long term madness (DMG 259). The random spell feature must make a WIS save DC
Shackles hold three charges. A creature 12. On a failed save the creature suffers short
attuned to the shackles can expend one term madness (dmg 259). If a creature uses both
charge to attach the shackles to any two charges in one day they must make a WIS save
creatures and/or objects within 15 feet of DC 14 when the second charge is used. On a
each other. A magic link forms between the failed save the creature suffers long term
shackles that appears as a chain. The chain madness (DMG 259). The wabbajack regains one
charge every day at dawn.

can hold up to 3,500 lbs and only the

creature attuned to the shackles can release
the hold or a STR check DC 30.

***DM Note: A creature can aim a spell as if they knew
they were going to cast it. However, a creature cannot
cancel a spell once the random spell attribute is used.

Armory of Tharizdun Page 12

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