Sorcerer
Base Class: Sorcerer

This is my revised version of the Wild Magic Sorcerer. Feedback welcome!

Chaotic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Chaotic Spells table. Each of these spells counts as a sorcerer spell for you but doesn't count against the number of spells you know.

Chaotic Spells

Sorcerer Level Spells
1st dancing lights, hideous laughter, chaos bolt
3rd mirror image, enlarge/reduce
5th dispel magic, gaseous form
 7th  polymorph, confusion
 9th synaptic static, telekinesis

Wild Magic Surge

Starting when you choose this origin at 1st level, your spells can release bursts of wild magic. Whenever you cast a sorcerer spell, roll a d20. On a 1, the spell does not take effect and instead you roll on the wild magic surge table, to create a random 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 does not require concentration in this case, it lasts for the full duration. The spell slot is not expended.

Tides of Chaos

Starting when you choose this origin at first level, you can manipulate the forces of chance to gain advantage on one ability check, attack roll, 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 after Elemental you cast a sorcerer spell. The spell you intended to cast does not take effect. You then regain your 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 ability check, attack roll or saving throw, you can use your reaction to spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the roll. You can do so after the creature rolls but before the any effects of the roll occur.

Elemental Resistance

When you reach 18th level, you gain the ability to synchronise your body to the elements. As a bonus action, you can gain resistance to one type of damage of your choice for 1 hour. Once you have used this ability, you cannot use it again until you finish a long rest, unless you spend 5 sorcery points.

Spell Bombardment

Beginning at 18th level, the damaging energy of your spells intensifies. Whenever you cast a spell and roll the highest possible number on any of the damage dice, roll it again and add that result to the damage.

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2022 9:13:39 AM
10
0
0.1
Coming Soon
6/9/2024 12:08:58 PM
98
24
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes