Wizard
Base Class: Wizard

Some wizards study magic to satiate a thirst for knowledge, others do so to gain magical power. Some want to control the elements, others wish to enchant the minds of others; to manipulate the dead for their own benefit, to cast illusions upon the masses, these are the ambitions of many a wizard. But these are not your ambitions. Instead, your interest in magic is tied solely to the never ending, seething chaos which encompasses all of existence; your magic is the raw disorder of the universe, the discord which order seeks to undermine. Your calling is Wild Magic.

Skill Surge

Starting at 2nd Lvl, you may imbue yourself with the powers of chaos in an attempt to gain advantage or disadvantage on one skill check, ability check, or saving throw. Flip a coin. Heads give you advantage, tails give you disadvantage. You can use this feature a number of times equal to your proficiency bonus. After expending these uses, you do not regain them until you finish a short or long rest.

The results of the rolls should play into the randomness of Wild Magic. If the wizard gains advantage on a strength check and the resulting roll is a success, play into the miraculous strength they suddenly gained. Or if they get disadvantage on an Arcana check and the resulting roll is a failure, play into how incredibly wrong their assumption about the subject is; can they convince the party of something that is incorrect, or perhaps does the party see through the absurdity?

Chaos Boon

Starting at 2nd Lvl, you may choose to imbue a spell of first level or higher with Wild Magic. This doubles your proficiency bonus for the spells attack roll and/or saving throw DC, but the spell becomes unpredictable and unstable, changing its damage type and/or saving throw. You can do this a number of times equal to your proficiency bonus. After expending these uses, you do not regain them until finishing a short or long rest.

If the spell deals a type of damage, roll a d12 to determine the new type of damage.

Damage Table, 1d12:
1 - Fire
2 - Cold
3 - Lightning
4 - Thunder
5 - Poison
6 - Acid
7 - Radiant
8 - Necrotic
9 - Psychic
10 - Force
11 - Piercing
12 - Bludgeoning

If the spell requires a saving throw, roll a d6 to determine which type of saving throw the spell becomes.

Saving Throw Table, 1d6:
1 - Strength
2 - Dexterity
3 - Constitution
4 - Intelligence
5 - Wisdom
6 - Charisma

The visualization of the spell should change to reflect the new saving throw/damage type. If a Fireball’s save becomes intelligence and its damage becomes lightning, perhaps when thrown the ball of lighting unravels itself into thin electrical streams that seep into the heads of the targets. Get creative and have fun.

Wild Infusions

Starting at 6th Lvl you may choose to imbue a non-magical object with wild magic. Roll from the Infusion Table below to determine the result. Infused objects count as magical. Infusing an object takes an hour, and this can be spent in a short/long rest. These infusions last until you die, run out of infusion slots, or choose to remove an infusion during a short/long rest. The amount of infusion slots you posses is equal to your proficiency bonus.

Infusion Table, 1d6:
1 - The object gains a new damage type/damage resistance. Roll the 1d12 from the Chaos Boon table to determine the damage type. If the damage type is added to a weapon, it counts as an additional 1d6 to the weapons damage roll. This becomes 2d6 at 8th Lvl, and 3d6 at 16th Lvl.

2 - The object produces light in a range of 30ft centered on itself, this light is indefinite and cannot be switched off, though it can be covered. As an action, the wielder/wearer can choose to harness this light and make it blinding. Upon doing this, all creatures other than the wielder/wearer that are within 10 feet of the object must make a Constitution saving throw or take 2d6 radiant damage and be blinded until the start of the wielders/wearers next turn. On a fail, they take half damage and are not blinded. The DC is determined by your spell-save DC.

3 - The object begins to resonate with a deadly magical energy. It is now a bomb. As an action it can be activated and will explode, forcing all within 15 feet to make a dexterity saving throw, dealing 4d6 force damage and 4d6 piercing damage on a failed save, or half as much on a successful save. The explosion is a mix of magical energy and physical shrapnel. It can explode 1d3 times before it is destroyed, the d3 is rolled by the DM in secret when it is first infused. You can throw it as part of the same action it took to activate it, if it has no throwing range listed then its throwing range is 20ft. The DC is determined by your spell-save DC.

4 - The object becomes cheese. This cheese is magical, takes the shape of whatever it was previously, and maintains all previous properties. The object counts as a +1 object if it is applicable, and you can take a bite from this object a total of 1d4 times before the object is destroyed; the d4 is rolled by the DM in secret when it is first infused. The object uses its magic to regenerate itself (even when nothing is left), but disintegrates when it can no longer do so. Consuming the cheese grants 2d4 + 4 Temporary hit points. It takes a bonus action to eat the cheese. The object becomes +2 at 12th Lvl, and +3 at 15th Lvl.

5 - The object grows a mouth and becomes sentient. It knows whatever languages you know and is considered a +1 object if it is applicable. It has 10 in all ability scores, except Intelligence, which is the Wizard’s Intelligence score -3. Roll 1d4 to determine the object's most prominent personality trait. 1 - Peaceful. 2 - Rude. 3 - Fearful. 4 - Murderous. The object becomes +2 at 12th Lvl, and +3 at 15th Lvl.

6 - The object begins to exude slime. While wearing/holding the object, your body is coated in a thin layer of transparent slime. In this slime you are slippery and bouncy; you have advantage on Acrobatics checks, +5 to speed, and whenever you take a d6 of fall damage you also roll a d4 and take the result away from the damage rolled.

Chaos Conjurer

Starting at 10th Lvl, you may use an action to summon a floating, inter-dimensional shape made of pure wild magic at any space you can see within 80 feet. This shape exudes a random effect from a 15 foot radius centered on itself. The effect can be disabled as a bonus action, re-enabled as a bonus action, and you can unsummon the shape as a bonus action. You can summon this shape a number of times equal to your proficiency bonus, and you regain these uses after completing a long rest.

The shape has a flying speed of 25ft and a walking speed of 5ft. You can use your bonus action to move it as you see fit, otherwise it remains perfectly still. It has 10 in all ability scores, no proficiencies, and its health is 5 times your wizard Lvl. It automatically fails dexterity saving throws, and it cannot be forcefully displaced.
It is immune to psychic and poison damage, as well as all conditions except Restrained, Grappled, and Invisibility. It is vulnerable to bludgeoning.

Roll to determine the shape, then roll to determine the effect.

Shape Table, 1d6:

1 - A sphere eternally swirling into its own center of mass
2 - A cube which constantly swaps between the 2nd, 3rd, and 4th dimensions
3 - Four pyramids clipping into and violently clashing against one another
4 - An upright torus whose center acts as a looking glass to a random location in the multiverse
5 - A cylinder whose top and bottom sides are touching, but whose walls are upright
6 - A dodecahedron whose sides constantly rearrange themselves like that of a rubik's cube

Effect table, 1d8:
1 - Magical Darkness shrouds all within range.

2 - All creatures within range fall prone when they enter the shapes range for the first time. This is reapplied if they end their turn there.

3 - Everything within range is affected by the Blur spell. This is lost when exiting the range and is reapplied if they enter its range again.

4 - All creatures within range become invisible, their invisibility ends if they attack or cast a spell, but is reapplied if they enter its range again or start their turn there.

5 - All creatures within range add 1d4+1 to their attack rolls, ability checks, and saving throws.

6 - Gravity is negated for all things within range. Everything within range is affected by the Levitate spell and cannot touch the ground.

7 - The ground beneath the shape begins to crack, tear, and excavate. The ground within range becomes difficult terrain.

8 - All creatures within range take 1d4+1 psychic damage when they enter the shapes range, and then again if they start their turn there.

Controlled Chaos

Starting at 14th Lvl, you gain a modicum of control over the results of your wild magic. When rolling from any of the Chaos Boon, Wild Infusion, or Chaos Conjurer tables, you may roll the die twice and choose either of the two results.

However, if both rolls are the same result, then your attempt to control your Wild Magic backfires and creates a Wild Magic Surge. Roll a 1d12 on the Wild Surge Table below. Your doubly rolled result is still applied.

Wild Surge:
1 - You turn into Gouda cheese until the end of your next turn. While in this form, you produce an anti-magic field within a 10 foot radius sphere centered on yourself. The cheese is resistant to all damage, immune to poison damage, and has 20hp. If your HP is reduced to 0 the cheese is destroyed and you revert back to your previous form.

2 - A codpiece appears around the groin of a random entity of the DMs choice. It provides a +1 to AC.

3 - Your size category changes to tiny until the end of your next turn. This change also applies to your equipment.

4 - Four Goon Balloons appear anywhere within 100 feet of you.

5 - You are transported five years into the past until the end of your next turn, after which you return to your previous time.

6 - The temperature changes to absolute zero for about 3 seconds. Everyone within 120 feet of the wizard (including the wizard) must make a Constitution saving throw or take 4d6 + your Intelligence modifier in cold damage. You take half as much on a successful save. The DC is your spell-save DC.

7 - Four Flail Snails appear anywhere within 100 feet of you.

8 - A Mindwitness appears within 10 feet of you, telepathically insults you, and then disappears. Make a wisdom saving throw, on a fail you take 4d6 + your Intelligence modifier in psychic damage. On a success you take half damage. The DC is your spell-save DC.

9 - Ten wild dogs, engulfed in flame, fall from the sky. They land on the ground and writhe in pain for two turns before eventually dying.

10 - A random object of the DMs choice falls atop a creature of the DMs choice. The creature must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone, trapped under the object until they crawl out. The DC is your spell-save DC.

11 - An ominous noise plays in the distance. All creatures within 120 feet of the wizard (including the wizard) must make a wisdom saving throw or be frightened until the end of their next turn. The DC is your spell-save DC.

12 - The Major Image spell is cast anywhere within 120 feet of your location. The DM has full control of this spell, and all entities (including the Wizard) would be required to make a successful Intelligence (Investigation) check to know it is an illusion. The usual rules of the spell apply, and the DC for the check is your spell-save DC.

Previous Versions

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