Base Class: Sorcerer
Changes made to the Wild Magic Surge Table to increase horror imagery and general creepiness.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge
|
d100 |
Effect |
|---|---|
|
01–02 |
You gain the ability to consume your own fingernails as if they were the fruit of the goodberry spell. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
Your hair turns bone white. |
|
07–08 |
For the next 2d6 days, horrid pustules grow on your face giving you disadvantage on persuasion checks and advantage on intimidation checks. |
|
09–10 |
For the next hour you can comprehend all languages but only speak Abyssal. |
|
11–12 |
Summon eight swarms of CR 1/4 rats. |
|
13–14 |
You cast animate dead on the nearest corpse within a mile. |
|
15–16 |
For the next minute all non-magical organic things you touch rot, metal rusts, and food spoils. |
|
17–18 |
You see all reflections of yourself as if you were a rotted corpse. A remove curse can end this effect. |
|
19–20 |
You suddenly become aware of the horrible truth... if you tear out and consume your left eye, you regain all expended sorcery points. |
|
21–22 |
You cast inflict wounds on yourself. The next spell you cast deals maximum damage. |
|
23–24 |
For 1d4 rounds maggots fall from your mouth when you try to speak, preventing you from talking. |
|
25–26 |
A red glowing eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
You cast arms of Hadar as a 1st level spell. You may increase the level at the cost of 1d4 necrotic damage per level. |
|
29–30 |
For an hour your skin turns dry and scaly. Your AC cannot be below 16 for this time. |
|
31–32 |
You cast misty step bursting into a flock of ravens that reform at the spell's chosen location. |
|
33–34 |
You are chilled and your teeth chatter uncontrollably, giving you disadvantage on concentration for the next hour or until warmed up. |
|
35–36 |
You cast false life on yourself. |
|
37–38 |
The next time you sleep you are afflicted with horrible nightmares and visions. You take 1d6 psychic damage upon waking. |
|
39–40 |
You sprout a twisted malformed arm on your side. You can hack it off for 3d6 piercing damage. |
|
41–42 |
For the next minute your face becomes pale, lips blue and breath white. You may cast ray of frost as a bonus action. |
|
43–44 |
You cast grasping vine. It summons a tentacle instead. |
|
45–46 |
For the next 2d6 days you smell like rotting meat. The smell worsens and fades over time. |
|
47–48 |
For the next minute, you may choose to cast spells with a casting time of 1 action as if their casting time was 1 bonus action. If you do so, you bleed from the nose and take 1d4 psychic damage. |
|
49–50 |
For 1d4 rounds your eyes go milk white and you are blind. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and resistance to necrotic damage. |
|
53–54 |
You and all creatures within a radius of 30ft are affected by flesh rot as if by the contagion spell. |
|
55–56 |
Worms erupt from your flesh and knit it together. Gain 2d10 hit points. |
|
57–58 |
Over the next 2d6 days, your right arm becomes gelatinous and flexible until it becomes a tentacle. The arm will return to normal after this time. |
|
59–60 |
For the next hour you cast speak with dead on all corpses you touch. |
|
61–62 |
You become frightened for 1d4 rounds. |
|
63–64 |
A ghoul under your control rises from the earth. It ceases to be under you control after 1d4 hours. |
|
65–66 |
Your teeth become longer, sharper, and more canine in nature. You pant when you breathe. |
|
67–68 |
You cast dissonant whispers on yourself. |
|
69–70 |
For the next 2d6 days you feel a compulsion to hack up the body of any creature you kill. Take 1d4 psychic damage each time you kill a creature and do not do this within 10 minutes. |
|
71–72 |
Your skin becomes semi-translucent, making your veins and muscles visible for 1 hour. Melee attacks against you deal an additional 1d4 damage. |
|
73–74 |
You cast darkness centred on yourself. |
|
75–76 |
You rapidly gain 3d4 kilograms and an equal number of temporary hit points. Weight returns to normal after the hit points are depleted. |
|
77–78 |
For an hour your tongue becomes a centipede. You are able to speak all languages. |
|
79–80 |
Your eyes become black and all creatures in a 30ft cone in front of you are frightened for a round. |
|
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 detect thoughts. This lasts for 1 hour and you do not need to concentrate to maintain the effect. Each time you use your action to focus it, take 1d4 psychic damage. |
|
87–88 |
The next time you would take necrotic damage you regain equivalent hit points instead. |
|
89–90 |
For the next minute, each time you lose health, a CR 1/4 swarm of spiders crawls from the wound under your control. |
|
91–92 |
If you die within the next minute, you immediately come back to life with 1 hit point, screaming. |
|
93–94 |
You are surrounded by faint, haunting music for the next minute. |
|
95–96 |
You cast hunger of Hadar centred on yourself. You automatically succeed on concentration checks and cannot choose to end the spell. |
|
97–98 |
You age 1d4 years and regain all expended sorcery points. |
|
99–00 |
Reroll. You may spend 1d4 health to move one space up or down this table. You may pay this multiple times to move multiple spaces. |
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 Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. 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 Wild Magic 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.
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