Sorcerer
Base Class: Sorcerer

The spark of magic embedded within you existed before time itself, the wild force of creation, a chaos that consumed many before you. This is an old magic, a raw and unrefined catalyst for powers that simply cannot be controlled. 

You might have endured exposure to some form of Wild Magic as a child, passed to you like a disease from a traveling outcast. Perhaps your ancestral bloodline is somehow connected to one of the Primordials from ages past, and just now does this ancient gift, or curse choose to manifest itself within a member of your family.

However it came to be, this chaotic magic churns within you, waiting not for a master, but for any outlet possible.

 

Wild Magic

You learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. 

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Wild Spells

 

Sorcerer Level

Spells

1st

hideous laughter, absorb elements 

3rd

mirror image, mischief

5th

dispel magic, stride

7th

polymorph, confusion

9th

synaptic static, conjure elemental  

Wild Surge

Starting when you choose this origin at 1st level, your power manifests giving you a somewhat limited control over the chaos of creation. When you finish a long rest, roll two d8 and record the numbers rolled. Immediately after you cast a sorcerer cantrip or spell of 1st level or higher, you can chose to alter the damage type of that spell. Chose one of the d8s. The number you rolled on that die determines the attacks new damage type, as shown below.

d8

Damage Types 

d1

Acid

d2

Cold

d3

Fire

d4

Force

d5

Lightning

d6

Poison

d7

Psychic

d8

Thunder

 

Whenever you change the damage type of a sorcerer spell of 1st level or higher roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random effect. Additionally, you can reroll one of the d8s during a Short Rest, you must spend at least 30 minutes concentrating on controlling the chaotic energy inside you, at the end of the short rest roll on the Wild Magic Surge table to create a random effect.

Child of Chaos

Starting at 1st level, as an outlet for chaotic energy you emanate wild magic around you, that is fairly harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 20 feet of you or starts its turn there, you can use your reaction to deal 1d6 damage to that creature.  Chose one of the d8s from your Wild Surge feature. The number you rolled on that die determines the damage type. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th. 

You can safely use this feature a number of time up to your Constitution modifier, further attempts to use this feature requires you to a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random effect. 

Catalyst

Starting at 6th level, the power within you begins to alter your biology in more ways than just appearance. You can spend 1 sorcery point to gain resistance to one of the damage types represented by your currently rolled d8s from your Wild Surge feature for 1 hour. 

Additionally, when you or another creature that you can see within 60 feet of you is forced to do a saving throw because of a spell effect, you can use your reaction and spend 3 sorcery points to change the saving throw from one ability score to another of your choice. 

Control Over 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. Additionally, you learn to use your magic to warp through reality to a small extent. As a bonus action, you can teleport a number of feet to an unoccupied space in a chosen direction, roll a 1d8. The distance travelled is equal to five times the number rolled. You must teleport the maximum distance possible.

Wild Magic Field

At 18th level, you can spend 6 sorcery points as a bonus action to release the raw magical energy inside you creating an aura of wild primordial magic centred on you. Whenever a creature within 30 feet of you attempts to cast a spell of 1st level or higher they must roll a d4 to determine a random effect:

  • On a 1, the spell backfires at the caster, the spell fails and it deals 1d10 force damage per level of spell.
  • On a 2, the spell targets one other random creature within the spells range.
  • One a 3, the spell is empowered dealing extra 3d10 force damage.
  • One a 4, the spell fails and the caster must roll on the Wild Magic Surge table to create a random effect.

This aura does not affect you. Additionally, once per turn when another creature within 30 feet of you rolls for a random effect of this feature. You can choose the outcome of that roll. This effect remains for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Wild Magic Surge 

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 creatures if you have line of sight to it.

05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.

07-08 You cast Fireball as a 3rd-level spell centered on yourself.

09-10 You cast Magic Missile as a 5th-level spell.

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.

13-14 You cast Confusion centered on yourself.

15-16 For the next minute, you regain 5 hit points at the start of each of your turns.

 17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19-20 You cast Grease centered on yourself.

21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.

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.

27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.

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.

33-34 Maximize the damage of the next damaging spell you cast within the next minute.

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 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

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.

47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

59-60 You regain your lowest-level expended spell slot.

51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

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.

61-62 For the next minute, you must shout when you speak.

63-64 You cast Fog Cloud centered on yourself.

65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68 You are frightened by the nearest creature until the end of your next turn.

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.

73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.

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.

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 Your size increases by one size category 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 are surrounded by faint, ethereal music for the next minute.

99-00 You regain all expended sorcery points.

Previous Versions

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