Base Class: Bard
Many hold the belief that in art, there are only set paths to success. Songs that must be sung with perfect pitch and timing, monologues said with perfect cadence and timing, drawings made with the same mediums or dances following every exact step. Bards of the College of Wild Magic fundamentally fight against this belief, seeking and seeing the beauty in the variations of art.
Bards of the College of Wild Magic reflect this same belief not only in their practice but in their magic, introducing a flair of wildness into each spell they cast and inspiration they give. While some may see their magic as chaotic and uncontrollable, pushing for them to reign it in and realign themselves to the typical rules of spell-casting, Bards of the College of Wild Magic run against that belief, embracing the chaos and beauty of magic and art.
Wild Inspiration
3rd-level College of Wild Magic feature
Whenever you give a creature a Bardic Inspiration die, you can infuse that inspiration with a sliver of chaos magic that changes its effects.
When the creature uses the Bardic Inspiration die, the magic provides an additional effect based on whether the die benefits an attack roll, ability check, or saving throw, and what the inspiration die rolls as. The effect depends on if the die rolls as an odd or even number.
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ABILITY CHECK |
|
|---|---|
|
Odd |
Roll your bardic inspiration die again, and take the higher of two rolls. Ignore any effects from the wild magic table. |
|
Even |
Add an additional 1d4 to your ability check total. |
|
ATTACK ROLL |
EFFECT |
|---|---|
|
Odd |
The user gains 1d12 temporary hit points hit points as ethereal magic surrounds them. |
|
Even |
If the attack hits, whether it be magical or nonmagical, the target takes additional force damage equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 force damage). |
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SAVING THROW |
EFFECT |
|---|---|
|
Odd |
The user of the inspiration gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point). |
|
Even |
The source of the saving throw takes force damage equal to the value rolled on the bardic inspiration die. |
Chaotic Performance
3rd-level College of Wild Magic feature
Starting when you choose this college at level three, you begin to channel the chaos of the arcane through your very spell casting. Whenever you cast a spell of first level or higher, the DM can have you roll a d20 immediately. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. Every time you roll on the Wild Magic Surge and don't roll on the table, the likely hood of rolling on the table increases, to a maximum of 15. So if you cast a spell and do not roll a 1 on your d20, the 1 increases to 2, and so on. If the effect is a spell that normally requires concentration, it doesn’t require concentration in this case, and the spell lasts for its full duration.
Wild Magic Surge
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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. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
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05–06 |
You regain your highest level spell slot. |
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07–08 |
You cast hypnotic pattern as a 3rd-level spell centered on yourself. |
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09–10 |
You cast dissonant whispers as a 5th-level spell. |
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11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
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13–14 |
You cast confusion centered on yourself. |
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15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
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17–18 |
You feel as though you have inhaled an unhealthy amount of helium, and every time you speak for the next minute your voice is uncomfortably high and squeaky. |
|
19–20 |
You cast charm person on one random creature within 30 feet of you. |
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21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
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23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
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25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
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27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
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29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
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31–32 |
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. |
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33–34 |
The next time a player rolls one of your bardic inspiration die, add 5 to their rolled value. |
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35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
All creatures within 30 feet of you gain a bardic inspiration die, without you having to expend any bardic inspiration. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
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47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
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49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth, and any spell requiring a vocal component cannot be cast. |
|
51–52 |
Your bardic inspiration die are doubled. Whenever you or another creature roll for bardic inspiration, double the number of die rolled. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast plant growth centered on yourself. |
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65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
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. |
|
71–72 |
You gain resistance to all damage for the next minute. |
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73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
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75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
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87–88 |
You cast fly on a random creature within 60 feet of 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. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
You are surrounded by faint, ethereal music for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You lose all remaining bardic inspiration die. |
|
99–00 |
You regain all expended bardic inspiration die. |
Sorcerous Learning
6th-level College of Wild Magic feature
You begin to take inspiration from the stories of sorcerers who similarly harnessed the chaos of wild magic. At sixth level you gain one spell from the sorcerer spell list that doesn't count against the bard spells you know, as well as one additional cantrip from the sorcerer spell list. Additionally, anytime you level up you can choose to learn up to one spell from the sorcerer spell list, which counts as a bard spell for you.
Unlimited Potential
14th-level College of Wild Magic feature
As you continue to grow in your magic and art, you slowly gain more and more control over your wild magic, and find new ways to spread gifts of chaos. Whenever you roll on the wild magic surge table you can roll twice, and choose either option. You can also expend a use of your bardic inspiration and use both effects from your wild magic rolls.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/10/2021 5:51:06 PM
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114
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16
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