Sorcerer
Base Class: Sorcerer

A variation where the only true change is that the wild magic table from 3.5 has been translated into 5e.

Chaotic Surge

When you cast a spell, you roll a d100 and hope you roll above the percentile You and your DM have agreed upon, otherwise you're gonna do some rolling.

Basic table

Roll Result Sub-Table
1-40 Spell Table A1
41-55 Caster Table B1
56-70 Target Table C1
71-80 Caster & Target Table D1
81-89 Environment Table E1
90-95 Special Table F1
96-98 Roll twice on this table, rerolling results over 96 --
99 Roll 2d4 times on this table, rerolling results over 96 --
100 DM decides --

 

Spell is affected by the Surge

Table A1

Roll Result
1-12 The spell works as normal, with a Thematic effect from table A2
13 Spell effects are inverted, Damage spells heal the target, boost spells give penalties instead
14-25 Thematic Effect, roll on table A2 and Basic Table
26 Spell is cast as though under the effect of Empowered Spell
27 If the spell hits, or the save is failed roll damage as though it were a critical hit.
28 The spell is cast as though under the effect of Twinned Spell
29 The spell takes effect 1d4+1 rounds later
30 The spell effects the target, and copy of the spell originating from the target hits the caster
31 The spell doesn't take effect, but when the caster casts a second spell, the first spell now takes effect and targets the target of the second spell
32 Same effect as 31, but it affects the next 1d6 spells the caster casts (first spell has no effect at casting but affects target of second spell, second spell affects target of third spell, and so on).
33 The spell becomes Fireball as if cast at 5th level
34 The spell is is cast s though it used a spell slot 1 level higher (1st level as if cast with 2nd) unless it's 9th level spell
35 The spell is cast as though it is using a lspell slot 1 level lower unless it's a 1st level spell
36 You cast the spell at the cost of the spell slot of the next level
37 The spell affects the the creature closest to the target
38 The spell affects the creature closest to the caster
39 The spell becomes time stop, but the caster is the one affected by the spell
40-49 The spell has no effect but the components nd spell slot is still consumed
50-55 Nothing happens, and you keep the spell slot and components
56-60 Everyone in a 5ft line directly between the target and the caster is hit with a copy of the spell
61-62 The spell lasts 1d6 times longer, if the spell's duration is Instantaneous then the spell takes effect for the next 1d6 rounds
63-66 On top of the originally cast spell another spell comes out. Roll on Table A3 to determine what spell. The target remains the same, however if the target doesn't work i.e. bless on a open space, reroll on table A3
67-82 The spell takes effect, but the components and spell slots aren't consumed
83-85 The spell is turned into a different spell, roll on table A3 to determine which. The target remains the same, if the spell would have no effect, then the spell has no effect. Afterwards roll on Table E1 to determine what happens next.
86-87 Any saves made against the spell fail, or the spell automatically hits.
88-89 Any saves made against the spell succeed, or the spell automatically misses
90 The spell becomes a Living Spell (See Eberron: Rising and Icewind Dale)
91-95 Spell takes effect normally
96-98 Roll twice on this table, rerolling results over 96
99 Roll 2d4 times on this table, rerolling results over 96
100 DM decides 


Table A2

Roll Result
01-05 The spell looks Electrical in nature
06-10 The spell looks Firey in nature
11-15 The spell sounds Thunderous in nature
16-20 The spell looks cold in nature
21-25 The spell looks Acidic in nature
26-30 The spell looks Necrotic in nature
31-35 The spell looks heavenly and radiant in nature
36-40 The spell looks hellish in nature
41-60 Appropriate theme music plays for the duration of the spell
61 The spell looks Electrical and electrical theme music plays
62 The spell looks Firey and firey theme music plays
63 The spell sounds Thunderous and thunderous theme music plays
64 The spell looks Cold and cold theme music plays
65 The spell looks Acidic and acidic theme music plays
66 The spell looks Necrotic and necrotic theme music plays
67 The spell looks Heavenly and heavenly theme music plays
68 The spell looks Hellish and hellish theme music plays
69-74 A trial of sakura petals follows the spell to it's target and is accompanied by the sound of 100 soft bells
75-84 The spell takes effect but is invisible, and produces no sound
85-90 The spell appears Glittery and glittery theme music plays
91-95 The spell appears as though it's the work of several small animals
96-98 Roll twice on this table rerolling results over 96
99 Roll 2d4 times on this table, rerolling results over 96
100 DM decides 


Table A3

Roll Result
01-05 The DM can select any spell from 06-50
06 The spell Unseen Servant
07 The spell Grease
08 The spell True Strike
09 The spell Sleep as though cast at 1st level
10 The spell Burning Hands as though cast at 1st level
11 The spell Color Spray as though cast at 1st level
12 The spell Tasha's Hideous Laughter
13 The spell Illusory Script
14 The spell Hex as though cast at 1st level
15 The spell Warding Wind
16 The spell Pyrotechnics
17 The spell See Invisibility
18 The spell Hold Person as though cast at 2nd level
19 The spell Darkness
20 The spell Blur
21 The spell Crown of Madness
22 The spell Knock
23 The spell Dispel Magic as though cast at 3rd level
24 The spell Stinking Cloud
25 The spell Catnap as though cast t 3rd Level
26 The spell Wall of Water
27 The spell Major Image as though cast at 3rd level
28 The spell Slow
29 The spell becomes Gaseous Form
30 The spell Stoneskin
31 The spell Confusion as though cast at 4th level
32 The spell Ice Storm as though cast at 4th level
33 The spell Hallucinatory Terrain
34 The spell Blight as though cast at 4th level
35 The spell Polymorph
36 The spell Scrying
37 The spell Dream
38 The spell Insect Plague as though cast at 5th level
39 The spell Hold Monster as though cast at 5th level
40 The spell Cloudkill as though cast at 5th level
41 The spell Circle of Death as though cast at 6th level
42 The spell Tasha's Otherworldly Guise
43 The spell Otto's Irresistible Dance
44 The spell Mass Suggestion as though cast at 6th level
45 The spell Reverse Gravity
46 The spell Prismatic Spray
47 The spell Forcecage
48 The spell Antipathy/Sympathy
49 The spell Sunburst
50 The spell Gate
51 The spell Storm of Vengeance
52 The spell Control Weather
53 The spell Earthquake
54 The spell Symbol
55 The spell Divine Word
56 The spell Fire Storm
57 The spell Heroes' Feast
58 The spell Primordial Ward
59 The spell Heal as though cast at 6th level
60 The spell Harm
61 The spell Flame Strike as though cast at 5th Level
62 The spell Dispel Evil and Good
63 The spell Holy Weapon
64 The spell Banishing Smite
65 The spell Wall of Stone
66 The spell Death Ward
67 The spell Guardian of Nature
68 The spell Banishment as though cast at 4th level
69 The spell Locate Creature
70 The spell Stone Shape
71 The spell Staggering Smite
72 The spell Magic Circle as though cast at 3rd level
73 The spell Animate Dead as though cast at 3rd Level
74 The spell Meld into Stone
75 The spell Tongues
76 The spell Mass Healing Word as though cast at 3rd level
77 The spell Spirit Guardians as though cast at 3rd level
78 The spell Motivational Speech as though cast at 3rd level
79 The spell Warding Bond
80 The spell Zone of Truth
81 The spell Calm Emotions
82 The spell Spiritual Weapon as though cast at 2nd level
83 The spell Silence
84 The spell Aid as though cast at 2nd level
86 The spell Find Steed
87 The spell Gentle Repose
88 The spell Sanctuary
89 The spell Ceremony
90 The spell Purify Food and Drink
91 The spell Bless as though cast at 1st level
92 The spell Bane as though cast at 1st level
93 The spell Divine Favor
94 The spell Detect Evil and Good
95 The spell Shield of Faith
96-100 The DM can select any result between 51 and 95

 

Caster is affected by the Surge

Table B1

Roll Result
01-05 All the hair falls off the caster
06-09 The caster grows 1d10 inches permanently
10-12 The caster shrinks 1d10 inches permanently
13 The caster is affected by the spell Feeblemind and automatically fails the save, however the effect only lasts 24 hours.
14-20 The caster develops a phobia of the spell or target of the spell
21-22 Caster is infected with a disease of the DM's choice
23-24 Caster is the target of a random spell, roll on Table A3 to determine which
25 Caster is under the effect of Alter Self for the next 24 hours
26 Caster believes they are one of the following animals for the next 3d6 rounds: 1-2 bear, 3-4 deer, 5-6 gorilla, 7 mouse, 8 eagle, 9 fish, or a 10 chicken. Roll a d10 to determine which.
27-28 Caster looses all remaining spell slots for the day
29-30 Caster regains all used spell slots
31-35 The caster ages a number of years equal to the spell's level
36-40 Caster begins flying up 20 feet for the next 1d10 rounds, after which the caster falls and takes falling damage. This can be stopped if the spell is dispelled.
41 The caster can't tell a lie 10 minutes after casting a spell, this effect lasts for the next 24 hours
42 The caster can't tell the truth for 10 minutes after casting a spell, this effect lasts for the next 24 hours
43-46 Caster is permanently invisible to the target until dispel magic is cast on the caster
47-49 For the next 1d4 days any time the caster uses a spell like ability, or casts a spell, a surge goes off
50-55 All the stats are increased by 4 until the caster steps on holy or unholy ground
56-65 The caster survives off eating rocks and minerals until the next full moon
66-68 The caster is teleported to a random plane on Table B2
69 The caster changes sex; every day the caster makes a constitution save against the DC of the original spell
70-75 Caster believes the target to be a long lost sibling
76-80 Caster believes the target to be a demon out to kill them.
81-84 The caster's languages change, although the caster doesn't notice, this effect lasts until the caster washes their hair
85-89 The next non living item the caster touches turns to gold
90-95 Caster's skin changes into a different color, roll a d10 to determine which, this effect lasts until the caster bathes under a waterfall. The following colors are: 1-2 Brown, 3-4 Pale, 5 Blue, 6 Yellow, 7 Albino, 8 Gold, 9 Silver, 10 Red
96-98 Roll twice on this table, rerolling results over 96
99 Roll 2d4 times on this table, rerolling results over 96
100 DM decides 


Table B2

Roll Result
01-04 Exandria (Wildmount)
05-08 Aebrynis (Birthright)
09-12 Athas (Dark Sun)
13-16 Eberron
17-20 Toril (Forgotten Realms)
21-24 Krynn (Dragonlance)
25-28 Oerth (Grayhawk)
29-32 Ravnica
33-36 Theros
37-40 Earth
41-43 Any Prime world of the DM's creation and choice
44-45 Ravenloft
46-47 Feywilds
48-49 Shadowfell
50-51 Ethereal Plane
52-53 Fire Plane
54-55 Water Plane
56-57 Earth Plane
58-59 Air Plane
60-61 Elemental Chaos
62-63 Astral Plane
64-65 Mount Celestia
66-67 Bytopia
68-69 Elysium
70-71 The Beastlands
72-73 Arborea
74-75 Ysgard
76-77 Limbo
78-79 Pandamonium
80-81 The Abyss
82-83 Carceri
84-85 Hades
86-87 Gehenna
88-89 The Nine Hells
90-91 Acheron
92-93 Mechanus
94-95 Arcadia
96-97 The Outlands
98-99 Any plane/demiplane of the DM's choice and creation
100 DM's Choice

 

Target is affected by the Surge

Table C1

Roll Result
01-05 All the target's hair grows 1d20 inches instantly
06-10 Target is polymorphed into one of 6 creatures for 3d6 rounds. Roll a d6 to determine which creature; 1 Black Bear, 2 Deer, 3 Ape, 4 Rat, 5 Eagle, 6 Octopus
11-12 The languages the target speaks changes, The target doesn't notice themselves. The effect lasts until the target washes their hands
13 The target gains the attention of a creature with CR equal to Your Sorcerer Level+1d20, the creature is annoyed and angry at the target. Roll on Table B2 to see where the creature originates from
14-17 The target gains the attention of a creature with a CR equal to your Sorcerer Level-1d6, the creature wants to test and then recruit the target. Roll on Table B2 to determine where the creature originates
18-19 The target gains the ability to use a spell 1d4 times. Roll on Table A3 to determine which spell.
20 Target is immune to all spells for the next 24 hours, The target also can't cast spells or use spell like abilities for the next 24 hours.
21-23 Target is hit by Flesh to Stone but automatically fails the save, and the duration for the effect is the target's constitution score in days.
24-26 A statue looking exactly like the target appears where the target stood as the target is pushed 5ft from their original space, and is under the effects of Greater Invisibility for the next 3d10 rounds
27 All of the target's clothes and worn items burst into flames, leaving the target unharmed but naked. The target's magical items also remain unscathed
28-29 Target is invisible to the caster until a dispel magic spell is cast.(Extra comedy points if the target is the caster)
30-34 Target is polymorphed into a cute baby version of itself for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01, no change in target's mental abilities) Target has a chance to save against this
35 Target is polymorphed into a cute baby version of itself for 1d12 hours (Size: Tiny, STR: 01 CON: 01 DEX: 01 INT: 02 WIS: 02 CHA: 15). Target has a chance to save against this
36-39 Roll a d6 to determine the targets size for the next 1d20 hours. 1 Tiny, 2 Small, 3 Medium, 4 Large, 5 Huge, 6 Gargantuan
40-44 Every time the target wants to speak it comes out as a song. This effect is permanent, unless a remove curse spell is cast on the target
45-49 The creature closest to the target with an INT of 2 or less is enraged and attempts to kill the target.
50-54 The creature closest to the target with an INT of 2 or less becomes permanently loyal to the target unless the target goes to harm the creature
55-65 Target gains the ability to use the spell initially targeting them once.
66-68 Target is instantly teleported to a different plane or prime world. Roll on Table B2
69 The target must make a wisdom save against the Caster or fall deeply in love with them. This effect lasts the Caster's Sorcerer Level x The spell level=weeks
70-74 Target automatically casts Dispel Magic on any magic item they touch for the next 1d12 hours
75-79 Target forget's everyone's name including their own, this effect lasts until another creature call their name.
80-83 Next time the target tries to talk they instead spit up 1d100 gold coins
84 Target gains a +6 bonus to AC until the next full moon
85-95 Target gains a compulsion to have one item that the caster has. Remove Curse can end this compulsion
96-98 Roll twice on this table, rerolling results over 96
99 Roll 2d4 times on this table, rerolling results over 96
100 DM decides 


Caster and Target are affected by the Surge

Table D1

Roll Result
01-05 Target and Caster Swap positions
06-10  Target and Caster swap bodies for 1 hour or until one is reduced to 0 hp
11-15 Caster is hit with an effect from Table C1 and the Target is hit with an effect from Table B1
16-20 Caster and Target are hit by the same effect from Table B1
21-25 Caster and Target are hit with the same effect from Table C1
26-30 Target and Caster are both teleported to a different plane or prime. Roll on Table B2
31 Target and Caster are teleported to a Demiplane known as Darksphere
32-36 Target and Caster are hit by the same spell on Table A3
37-41 Target and Caster are hit by different spells on table A3
42 Caster and Target are hit by the spell Heal, DM decides how the hit points are divided
43-48 Caster and Target disappear for 1d10 rounds, and then reappear with no knowledge that anything strange happened
49-53 Caster and the Target swap all worn clothing and items
54-57 Target and caster are hit with Enlarge/Reduce, and make contested Charisma Checks. The one who rolls the highest receives the Enlarge effect, while the lower roll receives the Reduce effect
58 Target and Caster are both hit with Alter Self where they both receive the same effect of the DMs choice
59-63 Target and Caster are drawn 20ft closer to each other each round. This does not negate the creatures initial movement.
64-68 Target and Caster are hit with Enlarge/Reduce, both receiving the reduce effect
69 Target and Caster fall madly in love with each other abandoning all other loyalties for 1d10 rounds
70-75 Caster and Target are invisible to each other unless Dispel Magic is cast on both of them
76-80 Target and Caster both know everything about each other
81-87 Target and Caster are hit with Enlarge/Reduce, both receiving the enlarge effect
88 Target and Caster must both make a Wisdom Save, DC is casters spell save DC, or both be polymorphed into a Swarm of Rats for the next hour
89-95 Target and the Caster both cough up a swarm of creatures. Roll a d6 to determine which; 1 Swarm of Rats, 2 Swarm of Bats, 3 Swarm of Maggots, 4 Swarm of Poisonous Snakes, 5 Swarm of Insects (Spiders), 6 Swarm of Ravens
96-98 Roll twice on this table, rerolling results over 96
99 Roll 2d4 times on this table, rerolling results over 96
100 DM decides

 

Environment is affected by the surge

Table E1

Roll Result
01-07 A permanent Wild Magic Zone is created, the center being he target of the initial spell. The radius of this zone is the Caster's Level X 100 ft. Any one who casts a spell in this area must follow make the same rolls and meet the same DC as the Caster who has this subclass.
08-09 A permanent Dead Magic Zone is created. The radius is the Caster's Level X 10 ft. Any spells cast in this area fizzle out, and any magic items in this area will count as ordinary items, but regain their properties out of the area.
10 A permanent Dead Magic Zone is created. The radius is the Caster's Level X 100 ft
11-15 Centered on the caster, the environment within a radius of the Caster's Level X10 ft is replaced with the environment of a different plane or prime world. Roll on Table B2
16-20 Centered on the caster, a sphere with a radius of CL X10 ft. and all creatures in this area shifts places with a equally sized area from a random plane, roll on Table B2 to see which plane. The areas will remain there for the duration of the intended spell before returning home. If the creatures leave the area under the duration and don't make it back before the original spell ends, they must find another way home.
21-25 A permanent Wall of Force appears between the caster and the target. The wall is as large as the environment will allow. If the Caster is the target the wall starts in front of the caster and goes in a straight line where the caster is looking
26-29 All non-sentient plant life, in a radius equal to the Caster's Level X 10 ft, die
30 All non-sentient plant life, in a radius equal to the Caster's Level X 100 ft, die
31-35 In a radius equal to the Caster's Level X 1d10ft, flowers start to magically grow. In 24 hours the flowers bloom, revealing a gem inside. The amount of flowers grown is equal to the radius of the field X 10, and each gem sells for 1d100 gp, however they turn to dust 1 week after being picked
36-40 Weather changes drastically i.e. Blizzard, Thunderstorm, Intense Heat
41-45 The weather changes drastically to magical nature i.e. Raining Fog, Air elementals playing games in the sky, Fog that is like a Stinking Cloud
46-50 The nearest recently deceased creature returns as a ghost to haunt the location of it's death.
51-55 The nearest 2d6 animals and 2d6 plants gains Humanlike sentience
56-60 A 10ft Cubic pit appears between the caster and the target, if the caster is the target, the pit appears below the caster
61-65 All plant life in a radius of CL X 30 ft grows as much as they would in a normal year until the next full moon
66-70 Time stops for 1d100 years for everyone within a radius of 1d100 ft centered on the spell's initial target
71-75 A tear in the world opens a portal to the Far Realm. Anyone entering the portal or staring through the portal for 1 minute or longer must roll to not suffer from Madness, the kind of madness and DC to save against it are determined by the DM
76-78 Earthquakes hit the region (50 mile radius Centered on where the caster stood) for the next 1d6 hours
79-82 A permanent barrier surrounds the the caster out to a radius of 250 feet. Things can move through the barrier, however someone outside looking into the area inside the barrier sees the natural environment except they don't see the creatures inside. Creatures inside the barrier looking outside see things normally.
83-86 A one way portal into another realm opens up, roll on Table B2 (DM decides if the portal is permanent)
87-90 A one way portal from another realm opens up, roll on Table B2 (DM decides if the portal is permanent)
91-95 A two way portal opens up between this realm and another, roll on Table B2 (DM decides if the portal is permanent)
96-98 Roll twice on this table, rerolling results over 96
99 Roll 2d4 times on this table, rerolling results over 96
100 DM decides

 

Special Surge effects

Table F1

Roll Result
01-03 Roll on Tables A1, B1, C1, D1, and E1
04-06 Roll on Table A2, the effect now accompanies ever spell you cast
07-09 Roll 2d6 the first determines which Stat the target recieves a permanent increase in, the second determines by how much that stat is increased; 1 STR, 2 DEX, 3 CON, 4 INT, 5 WIS, 6 CHA; 1:+1, 2:+2, 3:+3, 4:+4, 5:+5, 6: DM decides
10-12 Roll another Chaotic Surge, this surge and the next 1d20 surges have this surge
13 Caster's next 1d10 spells automatically trigger the Chaotic Surge
14-15 Roll on table B1, that effect becomes permanent, and can't be reversed by anything short of a wish spell.
16-18 Roll on Table C1, that effect becomes permanent, and can't be reversed by anything short of a wish spell
19-21 The caster bursts into flames and all of their nonmagical equipment turns to ash a long with the body. The next morning the caster is reborn in a fire as large as or bigger than the caster. This happens again every year, and can't be stopped unless Greater Restoration is cast on them.
22-24 A free willed Imp (Familiar Variant) is permanently brought into existence, DM decides the beast's environment
25-27 The creature closest to the caster gains resistance to the initial spells damage type for 1 hour 
28-32 An uncommon magic item of the DM's choice appears in front of the caster
33-35 A rare magic item of the DM's choice appears in front of the caster.
36 A very rare magic item of the DM;s choice appears in front of the caster
37-38 An artifact magic item of the DM's choice appears in front of the caster, every time the caster uses the item they have to roll a d20, if they roll a 1 or a 3, the item doesn't work, and if they roll a 13 the item disappears
39-42 The caster instantaneously uses all remaining spell slots to cast Magic Missile 
43-45 Roll 2d6 the first determines which Stat the caster receives a permanent increase in, the second determines by how much that stat is increased; 1 STR, 2 DEX, 3 CON, 4 INT, 5 WIS, 6 CHA; 1:+1, 2:+2, 3:+3, 4:+4, 5:+5, 6: DM decides
46-48 Caster ages 2d10 years
49-51 Caster becomes 2d10 years younger. If this would result in the age being 0 or less all memory and record of the caster is erased from existence and the caster disappears
52-54 Target is teleported to a random realm, Roll on table B2, and is replaced by a Doppelganger that looks exactly like them
55-57 The creature standing closest to the caster gains the ability to cast Detect Thoughts 3 times per long rest
58-60 Reroll the Chaotic Surge, but the creature closest to the caster now counts as the target and caster for the surge
61-63 Reroll the Chaotic Surge, the creature closest to the caster becomes the new caster, and the creature closest to the target becomes the new target
64-65 A noble Djinni offers to make a bet with the Caster, where the Djinni(DM) decides a game and the winner gets a Wish from the loser
66 Roll a d6, 1-2: A Djinni says they will grant a wish for the caster, no tricks, 3-4: An evil god offers the Caster 3 wishes in exchange for their soul, 5-6:An Efreeti offers to grant the caster a wish, however if the words can be interpreted a different way than the caster intended, then the Efreeti will take that option
67-68 Anytime the caster tries to cast a spell, a scroll appears. The scroll is basically asking for bueracratic authorization for the caster to use the spell. They must make a DC 15 INT check to fill out the form properly. If they try to get rid of this effect with remove curse, the caster must make a DC 20 INT check to properly fill out the form and remove the curse
69 Caster has caught the eye of a Succubus
70-72 A celestial being takes interest in the caster's soul and the well being of them and their friends.
73-75 Roll on Table A3, Caster gains the ability to cast the spell as though it were a part of their spell list
76-77 The creature closest to the caster gains a permanent effect from Alter Self
78 All magical bonds are temporarily broken, giving familiars and druid or ranger companions free will for 2d4 hours
79-81 Knowledge of an artifact with a chaotic nature is imprinted in the caster's mind
82-84 Nothing happens
85-87 Creature closest to the Caster changes Sex for 24 hours 
88 Caster gains +4 INT, but -2 WIS and CHA
89 Caster gains +4 WIS, but -2 INT and CHA
90 Caster gains +4 CHA, but -2 INT and WIS
91-92 Caster and Target receive resistance to the initial spells damage type for 1 minute 
93-96  Death comes to take the Caster's soul, if the Caster argues then Death challenges them to a game of the DM's choice, DM decides the DC in order to beat Death. If the Caster wins Death leaves the character be, if the Caster looses they die 
97-98 Caster and target receive vulnerability to the initial spells damage type for 1 minute 
99 Caster can choose any effect from any table, then has to roll a d100 and roll lower than CL X 3% otherwise the effect doesn't happen and the DM may select an effect from that table
100 A Flux is created where the caster is immune to all magical effects for 24 hours, but during this time they can't cast spells, or use spell like abilities

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Chaotic Surge table immediately after you cast a spell. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Chaotic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2021 7:55:47 AM
3
0
0.1
Coming Soon
11/15/2021 5:48:36 PM
50
5
0.2
Coming Soon

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