Sorcerer
Base Class: Sorcerer

Your sorcery is born of chaos, an ancient force that flows through all creation. You might have experienced a brush with the raw power of the multiverse, traversing portals to unknown dimensions or communing with the capricious fey. Perhaps you were chosen by a divine entity, or cursed by a malevolent spirit. Or perhaps your gift simply emerged unbidden, without explanation. Regardless of its origin, this wild magic surges within you, seeking expression in any form it can find.

Wild Surge

When you choose this origin, your spellcasting undergoes tides of chaos. When you cast a spell or use a magical effect, roll your current Surge Die. If you roll a 1, roll on the Surge table to create a magical effect. If you roll an effect that casts a spell, it uses your DC, and if it requires concentration you do not have to concentrate on the spell. 

Surge Table

d100

Effect

01–02

Roll again at the end of each of your future rounds, triggering a new effect with each roll. This lasts for 1d6+3 Rounds.

03–04

Your feet become webbed, allowing you to move on water and other liquids as if they were solid ground for the next minute.

05–06

You are surrounded by a faint aura of chaos. Roll a d4: 1) You and all creatures within 10 feet of you teleport to random unoccupied spaces within 30 feet. 2) All magical effects within 30 feet of you are dispelled. 3) All creatures within 30 feet of you become invisible for 1 minute. 4) You are teleported to a random location within 60 feet.

07–08

Your eyes turn completely white, giving you blindsight with a radius of 30 feet for the next minute.

09–10

You cast Thunderwave at the highest spell slot you are capable of casting in every direction, centered on yourself.

11–12

Your hair grows 1 foot in length and becomes animated, giving you advantage on intimidation checks for the next hour.

13–14

You cast Tasha's Hideous Laughter on yourself, making the saving throw with disadvantage.

15–16

At the start of each of your turns, you cast Cure Wounds on yourself at 1st level. 

17–18

Your voice booms like thunder, and you gain proficiency in intimidation checks for the next minute.

19–20

A harmless beam of multicolored light shoots from your eyes, causing a creature of your choice within 60 feet to become stunned for 1 round.

21–22

Your skin turns to stone, giving you resistance to bludgeoning, piercing, and slashing damage for the next minute.

23–24

You feel a sudden surge of energy. Roll a d6, gaining resistance to the damage type rolled for the next minute:

1) Fire  

2) Cold

3) Acid

4) Lightning

5) Thunder

6) Poison

Additionally, any attack you make deals an additional 1d4 of the damage you rolled on the d6.

25–26

You become shrouded in a veil of darkness, making you difficult to see. You gain advantage on Dexterity (Stealth) checks for the next minute and can hide even if you're only lightly obscured.

27–28

Time around you becomes distorted, causing you to age rapidly or become temporarily stuck in the present moment. Roll a d6. On a 1-3, you gain one level of exhaustion. On a 4-6, time freezes for you for 1d4 rounds.

29–30

A group of friendly fey creatures appears around you, eager to help you in any way they can. They follow you for the next hour and will aid you in combat or other situations if you ask them.

31–32

An echo of your body appears in a random location within 30 feet of you. This echo has all of your abilities and equipment, and if it casts spells, it casts spells using your spell slots. It disappears after 1 minute.

33–34

Your body becomes unstable, causing you to randomly phase in and out of the material plane. You gain resistance to all damage types for the next minute, but you also have disadvantage on all attack rolls and ability checks.

35–36

A swarm of insects engulfs you, causing you to be distracted and uncomfortable. You have disadvantage on all attack rolls and ability checks for the next minute.

37–38

Your body becomes fluid and malleable, allowing you to squeeze through tight spaces and deform your limbs. You gain advantage on all Dexterity (Acrobatics) checks and you can fit through gaps as small as 1 inch for the next minute.

39–40

Three illusory duplicates of yourself appear in unoccupied spaces around you. These duplicates last for 1 minute or until destroyed, and they mimic your actions to confuse your enemies. Attacks against you are made at disadvantage and you automatically have flanking on any creature you're in melee range with.

41–42

You cast magic missile at the start of each of your next 1d4 turns as small fish fly out of your hands and swarm around the target, biting and nibbling at them.

43–44

The caster's magic causes all plants within a 30-foot radius to grow at an alarming rate, becoming entangled and difficult terrain.

45–46

The caster's magic causes all creatures within a 20-foot radius to shrink in size by half. All affected creatures have their Strength and Constitution scores reduced by 4 until the end of their next turn.

47–48

The caster's magic turns one random creature within a 15-foot radius to stone. The creature can make a Constitution saving throw to avoid this effect.

49–50

You become invisible, but your footprints are now giant neon paw prints that leave a trail behind you.

51–52

You turn into a giant, sentient mushroom for 1d4 rounds. While in this form, you are immune to poison damage and can communicate telepathically with any creature within 30 feet. You may also cast healing word using your bonus action while you are a mushroom, and once per turn a creature can touch the mushroom and take the effects of the cure wounds spell. 

53–54

You cast ray of frost, but instead of a beam of icy light, a snowball the size of a boulder flies out of your hands and slams into the target, dealing max cold damage on a hit and knocking them prone on a failed strength save.

55–56

You start seeing visions of a strange, bald-headed man who seems to be following you everywhere. These visions will continue for the next 1d4 days, and you have disadvantage on all Wisdom-based checks during this time.

57–58

The caster's magic causes all creatures within a 20-foot radius to shrink in size by half. All affected creatures have their Strength scores reduced by 4 until the end of their next turn.

59–60

The caster's magic causes a sudden shift in gravity, causing all creatures within a 20-foot radius to float in the air for 1 round. All creatures within the area of effect are considered prone until the end of their next turn. 

61–62

Your arms become flimsy and rubbery, making it difficult for you to hold on to weapons or items. You gain advantage on all Dexterity (Sleight of Hand) checks, but you have disadvantage on all Strength-based checks for the next hour.

63–64

Your skin becomes as slick as oil for the next 10 minutes, making immune to the grappled condition but giving you disadvantage on Dexterity checks and attacks.

65–66

Your voice becomes a whisper for the next 1d4 hours, making it difficult to communicate with others more than 5 feet away from you.

67–68

Your voice changes to a high-pitched squeak, making it difficult to be taken seriously. You have disadvantage on all Charisma-based checks until the end of your next turn.

69–70

You suddenly grow a second head that speaks in a different language. The second head can communicate with creatures that speak that language, but you have no control over what it says. You have disadvantage on all Charisma-based checks until it goes away.

71–72

Your hands turn into giant lobster claws until your next long rest, making it difficult to interact with delicate objects or perform tasks that require fine motor skills. You have disadvantage on all Dexterity-based checks involving your hands until the end of your next turn, but you can make melee attacks using your spellcasting bonus and deal 2d8+ your Charisma Modifier damage on a hit. You can also make an extra attack when you attack using your lobster claws.

73–74

You and another ally within 30 feet switch bodies. You both retain your mental stats, but take on the new physical ability scores of your new body. You use their class features and they use yours.  

75–76

You gain one feat of your choice as long as you are eligible for it, which goes away the next time you take a long rest. 

77–78

The caster's senses become inverted, causing them to see sound and hear colors for the next 10 minutes. While under this effect, the caster has disadvantage on all Perception checks, but gains advantage on all checks involving artistic or creative expression.

79–80

 You summon a spectral shield that is 10 feet tall and 10 feet wide. Creatures can fire spells and other projectiles through the side of the shield facing you, but projectiles from the other side cannot pass through. The shield has an AC of 20 and an HP of 15. 

81–82

The caster is surrounded by a burst of colorful confetti that obscures surrounding people's vision for the next minute. The caster gains advantage on all Charisma checks and saves due to the fun distraction it causes.

83–84

The creature becomes a chair. They are vulnerable to all damage and remain a chair until they reach 0 hp or a minute passes.

85–86

You summon a random magic item of a rarity equal to your rarest magic item. If you do not have a magic item, you summon an uncommon magic item. This magic item disappears at the end of an hour.

87–88

You polymorph into a creature whose CR is equal to or less than your Proficiency Bonus.

89–90

You regain half of your expended sorcery points.

91–92

If you fail two death saving throws before the next time you take a long rest, you begin to Starflux as if you were Startouched

93–94

The caster's magic causes all creatures within a 20-foot radius to grow double in size. All affected creatures have their Strength scores increased by 4 until the end of their next turn.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

Boss music follows you for the next minute.

99–00

The air around you shimmers and crackles with otherworldly energy, and suddenly a robed figure materializes before you. The figure is draped in dark robes that seem to be made of a strange, shimmering fabric, and its face is obscured by a hood that casts deep shadows across its features. The mysterious savior points a finger at your greatest enemy within 120 feet, and they are struck by a blinding beam of light. They take radiant damage equal to the roll of a number of d10s equal to your level in Sorcerer. The savior then disappears in a flash of light, leaving you in awe of their incredible power.

Surge Die

Starting at level 1, you manifest chaotic magic uncontrollably. The longer you hold onto this arcane energy without expelling it, the more uncontrollable the magic becomes. Your ability to control this chaotic energy is represented by your Surge Die. Your maximum Surge Die starts at a d6 at level 1 and increases to a d8 at level 6, a d10 at level 11, and a d12 at level. Any time you cast a spell or use a magical feature, you roll the Surge Die, triggering a Wild Magic Surge when you roll a 1 on the die. Any other roll triggers your Surge Die to shrink. Your Surge Die goes from a d12 to a d10, d10 to a d8, d8 to a d6, and d6 to a d4. Once your Surge Die becomes a d4, it stays at a d4 until it resets back to your maximum die roll. Your Surge Die resets back to its max die any time you trigger a wild magic surge or any time you finish a long rest. 

When you unlock sorcery points, you can use your Surge Die in the following ways:

Wild Damage Boost: Any time you cast a spell that does damage, you can spend 1 Sorcery Point to immediately downgrade your Surge Die (triggering a wild magic surge if you are downgrading from a d4), and add the higher Surge Die between your old Die and the new Die to the damage. Roll on the Surge Damage Type Table below to determine the new type of damage, which overrides the original damage type done by the spell.

SURGE Die DAMAGE TYPE
1 Pick Damage Type + Trigger Wild Magic Surge
2 Fire
3 Cold
4 Poison
5 Thunder
6 Lightning
7 Acid
8 Necrotic
9 Physical Damage
10 Force
11 Psychic
12 Radiant

Manifest Spell: You can use your Surge Die to manifest a new spell and learn it until your next short rest. Choose a spell, and expend a number of sorcery points equal to the spell's level. Immediately downgrade your Surge Die (triggering a wild magic surge if you are downgrading from a d4), and roll your new Surge Die. If you roll twice the spell's level or higher, you successfully manifest the spell and know it until your next short rest or until you manifest a new spell. 

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 you roll an attack roll, saving throw, or ability check and you have already used Tides of Chaos, you can choose to roll another Surge Die, gaining advantage on the roll on a max roll and creating a surge on a 1.

Capture Luck

Starting at 6th level, you can summon the tides of chaos to help you in combat. When another creature you can see makes an attack roll or a saving throw, you can use your reaction and spend 2 sorcery point to roll your Surge Die and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll, causing a surge on a 1. You can do so after the creature rolls but before any effects of the roll occur.

Chaos Control

At 14th level, you begin to control the chaos within. Whenever you roll on the surge table, you roll twice and use the number of your choice.

Exploding Damage

Once per turn when you roll damage, your damage dice can explode. Whenever you roll the highest number of the die, you can reroll those dice and add them to the damage. You can do this once on each turn.

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