Introduction
The Mythal Touched feat offers a little taste of wild magic, allowing you to roll on a table when target by hostile magic and produce an unpredictable magical effect. Unfortunately, the table is almost half self-destructive options, and very few of the options are purely beneficial making this exceptionally difficult to justify.
are powerful magical effects which influence how magic works in a large area. Think of them like magically-enforced laws banning certain things (creatures, schools of magic, etc.) and empowering others (magical light effects, etc.).
The only reason I would take this feat is on a joke character. Combine this with Wild Magic Sorcerer or Wild Magic Barbarian and lean into the nonsense of random tables. I would consider this character absolutely miserable to play at length, but it could be fun in a low-stakes one-shot.
Ability Score Increase
Any mental stat. Easy for casters.
Mythal Ward
How exactly is this a “ward”? 11 in 20 results (just over half) don’t hurt you, but the others are harmful both to you and to nearby creatures. Unless you’re within 15 feet of your attacker, you’re likely to hurt only yourself and your allies. Even if you’re close to your enemy, it’s hard to justify this unless you’re close to multiple enemies so that you can apply the negative effects to multiple enemies.
This is dangerous, unpredictable, self-destructive, and rarely useful in a way that you’ll actually enjoy. Exactly 5 of the 20 results on the table are purely beneficial. Are you really going to spend a feat and a Reaction to have a 1 in 4 chance for something nice to happen? Of course not.