Base Class: Sorcerer
Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for an outlet. Over time, you have learned to bind that chaos in physical items, blending chaotic energies to arcanely crafted essences.
Level 3: Wild Magic Surge
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect. The threshold required to cause a surge is reduced by 1 each time a surge is not triggered. This resets when you trigger a Wild Magic Surge.
If the magical effect is a spell, it is too wild to be affected by your Metamagic.
| 1d100 | Effect |
|---|---|
| 01–04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 05–08 | A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block. |
| 09–12 | For the next minute, you regain 5 Hit Points at the start of each of your turns. |
| 13–16 | Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 17–20 | You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell. |
| 21–24 | For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action. |
| 25–28 | You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 29–32 | The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die. |
| 33–36 | You have Resistance to all damage for the next minute. |
| 37–40 | You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts. |
| 41–44 | For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns. |
| 45–48 | You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. |
| 49–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
| 53–56 | You can take one extra action on this turn. |
| 57–60 | You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility. |
| 61–64 | For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning. |
| 65–68 | If you die within the next hour, you immediately revive as if by the Reincarnate spell. |
| 69–72 | You have the Frightened condition until the end of your next turn. The DM determines the source of your fear. |
| 73–76 | You teleport up to 60 feet to an unoccupied space you can see. |
| 77–80 | A random creature within 60 feet of you has the Poisoned condition for 1d4 hours. |
| 81–84 | You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. |
| 85–88 | Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt. |
| 89–92 | Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage. |
| 93–96 | You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute. |
| 97–00 | Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously. |
Level 3: Tides of Chaos
You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.
If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
Wild Crafter
You have learned that the chaotic energies that swell within you can be channeled into objects of your creation. You gain Proficiency with a type of Artisan's Tools of your choice. Additionally, when you craft a wondrous item, you can take half the time to craft it instead of the full required amount. When you do, the item gains a number of random properties based on its rarity: 1 for common items, 2 for uncommon, 3 for rare, 4 for very rare, and 5 for legendary items. Roll 1d6 to determine which property table to use, and roll the appropriate number of dice based on the table to determine the property gained.
Tool Proficiency
You gain proficiency with a type of Artisan's Tools of your choice.
Wild Crafting Properties
Minor Properties (1)
Roll 2d20
| Roll | Property |
|---|---|
| 2 | Your eyes faintly glow in the dark. |
| 3 | Small runic markings appear across your body. |
| 4 | Your hair changes to a random color. |
| 5 | Your skin becomes a sickly pale. |
| 6 | Your weight increases by 2d4 x 5 lbs. |
| 7 | Your eyes change to a random color. |
| 8 | You appear as though you are 3d10 years older, but do not physically age. |
| 9 | You grow a small pair of antlers. |
| 10 | Small flowers bloom at your feet when you walk across grass. |
| 11 | Your hair doubles in length, and grows 10 times faster. |
| 12 | Tiny glowing particles slowly fall off you at all times. |
| 13 | Your shadow occasionally moves on its own. |
| 14 | You no longer have a reflection. |
| 15 | Your skins gains a metallic sheen. |
| 16 | Your height increases at a rate of 1 inch per day for 3d4 days. |
| 17 | You can eat or drink any amount of food or drink without feeling full. |
| 18 | You appear as a child, though your physical capabilities do not change. |
| 19 | Small patches of scales appear on your body. |
| 20 | Your weight decreases by 1d4 x 5 lbs. |
| 21 | Your grow a pair of fangs. |
| 22 | You grow a tiny pair of (unusable) wings of a random appearance. |
| 23 | You are always covered in patches of dust or ash. |
| 24 | You are cold to the touch. |
| 25 | You constantly give off a faint random odor. |
| 26 | Your nose doubles in length. |
| 27 | You give off the faint sound of wind blowing. |
| 28 | Your breath is always visible, as if you were in a cold environment. |
| 29 | Your ears become pointed; if they already are, they double in length. |
| 30 | Your height decreases at a rate of 1 inch per day for 3d4 days. |
| 31 | Your pupils are always dilated. |
| 32 | You don't have a shadow. |
| 33 | You gain a long forked tongue. |
| 34 | You become double jointed. |
| 35 | You grow a small pair of demonic horns. |
| 36 | Your blood becomes a random color. |
| 37 | Your hair falls out. |
| 38 | Your footsteps give off the sound of chimes. |
| 39 | You give off a brief afterimage when moving. |
| 40 | Your joints creak when you move. |
Beneficial Moderate Properties (2)
Roll 2d20
| Roll | Property | |
|---|---|---|
| 2 | You glow, giving off Bright Light in a 20 ft. radius, and Dim Light for a further 20 ft. You can toggle this on/off with a bonus action. | |
| 3 | You gain a +1 bonus to AC. | |
| 4 | You gain expertise in a skill of your choose that you are proficient in. | |
| 5 | You can use an action to cast a random sorcerer cantrip using this item as a focus. | |
| 6 | You gain a resistance to a random damage type. | |
| 7 | You are immune to disease. | |
| 8 | You can cast 2 random 1st level spells using this item. You may cast each spell once, regaining all expended uses after a long rest. | |
| 9 | You are immune to being charmed or frightened. | |
| 10 | Your gain proficiency in a random skill. | |
| 11 | You may add your proficiency bonus to your initiative rolls. | |
| 12 | You gain a +5 bonus to passive perception. | |
| 13 | You may treat any one-handed melee weapon as if it had the finesse property. | |
| 14 | You learn 2 random languages. | |
| 15 | You gain proficiency in all armor. | |
| 16 | You gain proficiency in 2 random tool sets. | |
| 17 | Once a day, you may reroll any one roll you make with a d20 | |
| 18 | You can cast a random 1st level spell using this item. You can cast this spell twice, regaining all expended uses after a long rest. | |
| 19 | You gain proficiency in all weapons. | |
| 20 | Your maximum hit points increase by an amount equal to your level. | |
| 21 | You gain proficiency in death saving throws. | |
| 22 | Each day at dawn, 1d4 gold coins appear in front of you. | |
| 23 | Your spell save DC increases by 1. | |
| 24 | You may cast a random 2nd or 3rd level spell using this item. You may cast this spell once, regaining expended uses after a long rest. | |
| 25 | At the beginning of your turn in combat, you regain 1 HP so long as you have at least 1 HP. | |
| 26 | You gain a 1st level spell slot. | |
| 27 | You gain a +5 bonus to you walking speed. | |
| 28 | You gain 30 ft. of darkvision. | |
| 29 | You may make one attack of opportunity per round of without expending your reaction. | |
| 30 | You gain a +1 bonus to all saving throws made against the effects of spells. | |
| 31 | You have advantage on ability checks you make with tools. | |
| 32 | Heavy armor does not cause you to have disadvantage on stealth rolls. | |
| 33 | All healing you receive is increased by 1d4. | |
Detrimental Moderate Properties
Roll 2d20
| Roll | Property | |
|---|---|---|
| 2 | You gain sunlight sensitivity. | |
| 3 | You suffer a -1 penalty to AC. | |
| 4 | You lose proficiency in a random skill. | |
| 5 | Non-magical items you craft require 25% more GP. | |
| 6 | You gain a vulnerability to a random damage type. | |
| 7 | Diseases affect you for twice as long. | |
| 8 | You have disadvantage on saving throws against being poisoned or contracting diseases. | |
| 9 | The effective range of all ranged attacks you make is reduced by 10 ft. | |
| 10 | You are deafened when you are not within 10 ft. of this item. | |
| 11 | You have disadvantage on initiative rolls. | |
| 12 | You receive of -5 penalty to your passive perception. | |
| 13 | You treat any one-handed melee weapon as if it had the two handed property. | |
| 14 | You cannot speak in sentences longer than 6 words. | |
| 15 | You lose your senses of smell and taste. | |
| 16 | You have disadvantage on checks you make with tool sets. | |
| 17 | You have disadvantage on saving throws against being charmed. | |
| 18 | Gems and jewelry that you touch becomes tarnished or damaged, reducing their value by half. | |
| 19 | Other creatures cannot take long rests within 150 ft. of you. | |
| 20 | Your maximum hit points decreases by an amount equal to your level. | |
| 21 | You automatically fail your first death saving throw. | |
| 22 | Each day at dawn, 1d4 gold coins disappear from your inventory. | |
| 23 | Your spell save DC decreases by 1. | |
| 24 | Whenever you cast a cantrip, roll a d20. If you roll a 1, the spell fails to activate. | |
| 25 | At the beginning of your turn in combat, you lose 1 HP as long as you have at least 1 HP. | |
| 26 | You have disadvantage on ranged attacks if any hostile creature is within 10 ft. of you. | |
| 27 | Your walking speed is reduced by 5. | |
| 28 | You are blinded when you are not within 10 ft. of this item. | |
| 29 | When a creature makes an attack of opportunity against you, they have a +3 bonus to hit. | |
| 30 | You have a -2 penalty to saving throws against the effects of spells. | |
| 31 | Critical strikes against you deal an additional 1d6 damage. | |
| 32 | Your carrying capacity is reduced by 1/2. | |
| 33 | You cannot perform or benefit from the help action. | |
| 34 | Creatures within 5 ft. of you have a +2 bonus on attack rolls they make against you. | |
| 35 | You give off a strong foul odor in a 10 ft. radius. | |
| 36 | Nonmagical flames are extinguished within 30 ft. of you. | |
| 37 | All healing that you receive is reduced by 1d6. | |
| 38 | You forget your least used known language (unless you only know one language). | |
| 39 | You gain a random personality flaw based from your background. | |
| 40 | You automatically fail saving throws against being frightened. | |
Beneficial Major Properties
Roll 3d10
| Roll | Property | |
|---|---|---|
| 3 | Ability Score Increase. A random ability score increases by 2, to a maximum of 24. | |
| 4 | Regeneration. At the start of your turn in combat, you regain 1d6 hit points so long as you have at least one hit point. | |
| 5 | Timeless. You age at 10% speed, and don't require food or water to live. | |
| 6 | Lesser Haste. You may make an additional bonus action each round of combat. | |
| 7 | Stride. Your walking speed increases by 15 ft. | |
| 8 | Unyielding. You are immune to being blinded, deafened, petrified, or stunned. | |
| 9 | Critical Range. Your attacks critically strike on a roll of 19 or 20. | |
| 10 | Lesser Enlarge. You are 25% larger, your weight doubles, you have advantage on Strength checks and saving throws, and deal an additional 1d4 damage with melee weapon attacks. You can swap between this and your normal size at will. | |
| 11 | Changeling. You may cast Disguise Self at will. | |
| 12 | Siphon Strength. Whenever a hostile creature is reduced to 0 hit points within 10 ft. of you, you regain 1d6 + your Constitution modifier hit points. | |
| 13 | Reach. Your melee attack range is increased by 5 ft. | |
| 14 | Legendary Resistance. Twice per day, when you fail a saving throw, you may instead choose to succeed. | |
| 15 | Awakened Mind. You can telepathically communicate with any creature within 30 ft. of you, so long as they understand at least one language. | |
| 16 | Levitate. You gain a fly speed equal to your walking speed. | |
| 17 | Immovable. You are immune to being forced movement by spells, and have advantage against being grappled. | |
| 18 | Stoneskin. Physical damage you take is reduced by 3. | |
| 19 | Elemental Affinity. You gain immunity to a random damage type, and all damage of that type that you deal is increased by 1d6. | |
| 20 | Animal Friend. You are permanently under the effects of [/spells]Speak With Animals[/spells]. | |
| 21 | Greater Darkvision. You gain 120 ft. of darkvision. This darkvision can discern color in all light levels, and can see through magical darkness. | |
| 22 | Fearsome. 3 times per day, you may force a creature you hit with an attack to make a DC 15 Wisdom saving throw. On fail, they are frightened of you for 1 minute. | |
| 23 | Telekinesis. You may telekinetically manipulate objects within 30 ft. of you, in ways such as pushing, pulling, lifting, etc. The amount of weight you can push, pull, or carry with this ability is equal to your Strength or Intelligence score, whichever is the highest. | |
| 24 | Shadowstep. When you hit a creature with a ranged weapon attack, you may choose to instantly teleport to an unoccupied space within 5 ft. of that creature. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses each day at dawn. | |
| 25 | Cleave. When you hit a creature with a weapon attack, you may choose any number of creatures within 5 ft. of that creature. Those creatures take psychic damage equal to half of the damage you dealt to the initial creature. | |
| 26 | Ghostwalk. Once per day, as a bonus action, you may step into the ethereal plane for a maximum duration of 30 seconds (5 rounds of combat). While you are in the ethereal plane, you may walk through creatures and objects as if they were difficult terrain.
If this ability ends while you are inside an object or creature, you are shunted to the nearest open space, and take 1d10 force damage. |
|
| 27 | Spider Climb. You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. | |
| 28 | Streak. When you reduce a creature to 0 hit points, you may make one additional attack. | |
| 29 | Frog Legs. You have advantage on Acrobatics checks, and the distance you can jump is tripled. | |
| 30 | Amphibious. You gain a swimming speed equal to your walking speed + 10 ft., and can breath underwater. | |
Detrimental Major Properties
Roll 3d10 (reroll any rolls of 26-30)
| Roll | Property |
|---|---|
| 3 | Ability Score Decrease. A random ability score decreases by 2. |
| 4 | Rot. Your hit point maximum is reduced by 1/3. You appear as though you are undead. |
| 5 | Glutton. You require twice as much food and water to live, and instantly age 1 year and gain a level of exhaustion at the end of each day if you do not meet this requirement. |
| 6 | Diluted. Potions have no effect on you. |
| 7 | Limp. Your walking speed decreases by 10 ft. |
| 8 | Silenced. You cannot speak. |
| 9 | Critical Failure. Your attacks do not critically strike on rolls of 20. |
| 10 | Lesser Reduce. You are 25% smaller, your weight halves, you have disadvantage on Strength checks and saving throws, and deal 1d4 less damage with melee attacks you make (Minimum of 1 damage). |
| 11 | Book Burning. Magic scrolls you touch are instantly destroyed. |
| 12 | Siphoned Strength. Creatures that hit you with attacks gain temporary hit points equal to your Constitution modifier. |
| 13 | Trial. Before any positive effects of this item can be used, you must kill a creature of your alignment. |
| 14 | Weak. You have vulnerability to all damage. |
| 15 | Envoy of Death. Creatures with a challenge rating of zero, as well as non-sentient plant life within 5 feet of you die instantly. |
| 16 | Mad. You gain a form of long-term madness. |
| 17 | Lightweight. Whenever you are hit by an attack, you are pushed 10 ft. away from your attacker. |
| 18 | Brittle. Your skin takes on a ceramic texture. When you take physical damage, cracks form along your body, and your walking speed is reduced by 5 ft., to a minimum of 5 ft. The cracks repair themselves and your walking speed returns to normal after you complete a long rest. |
| 19 | Soul Trap. If you die, your soul is trapped within this item, and you cannot be resurrected unless this item is destroyed. |
| 20 | Enemy of Nature. All wild animals are hostile towards you. |
| 21 | Blinded. You are blinded. |
| 22 | Afraid. When a hostile creature hits you with a melee attack, you must succeed on a DC 15 Wisdom saving throw or become frightened of them for 1 minute. |
| 23 | Wasteful. You require 10 food rations for every time you would need one. |
| 24 | Retaliation. When you reduce a creature to 0 hit points with an attack, you take 1d12 psychic damage. |
| 25 | Lead Footed. You have disadvantage on all Stealth and Acrobatics checks, and sink in water as though it was air. |
Manifest Chaos
You have learned to channel the chaotic energies swirling inside you to create physical objects. Whenever you finish a Long Rest, you can create a number of random magical items equal to your Charisma modifier. You must spend a spell slot to do so for each item created in this way. Roll a d20 to determine which item is created. Each item additionally gains a random magical property from your Wild Crafting Property table. If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. These items last until you finish a Long Rest. If you die, they disappear after 1d4 hours.
| Item Rarity | Spell Slot Required |
| Common | 1 or 2 |
| Uncommon | 3 or 4 |
| Rare | 5 or 6 |
| Very Rare | 7 or 8 |
| Legendary | 9 |
Common Items
| 1d20 | Item created |
|---|---|
| 1 | Bead of Nourishment |
| 2 | Bead of Refreshment |
| 3 | Charlatan's Die |
| 4 | Cloak of Many Fashions |
| 5 | Clothes of Mending |
| 6 | Dread Helm |
| 7 | Hat of Vermin |
| 8 | Heward's Handy Spice Pouch |
| 9 | Illuminator's Tattoo |
| 10 | Instrument of Scribing |
| 11 | Orb of Direction |
| 12 | Pole of Angling |
| 13 | Rope of Mending |
| 14 | Ruby of the War Mage |
| 15 | Spellwrought Tattoo |
| 16 | Spyglass of Clairvoyance |
| 17 | Talking Doll |
| 18 | Veteran's Cane |
| 19 | Wand of Smiles |
| 20 | A common wondrous item of your choice |
Uncommon Items
| 1D20 | ITEM CREATED |
|---|---|
| 1 | Amulet of Proof against Detection and Location |
| 2 | Barrier Tattoo (Uncommon) |
| 3 | Cap of Water Breathing |
| 4 | Circlet of Blasting |
| 5 | Cloak of the Manta Ray |
| 6 | Efficient Quiver |
| 7 | Eversmoking Bottle |
| 8 | Feywild Shard |
| 9 | Gem of Brightness |
| 10 | Headband of Intellect |
| 11 | Helm of Telepathy |
| 12 | Lantern of Revealing |
| 13 | Restorative Ointment |
| 14 | Ring of Jumping |
| 15 | Ring of Mind Shielding |
| 16 | Rope of Climbing |
| 17 | Wand of Magic Missiles |
| 18 | Wand of Secrets |
| 19 | Wind Fan |
| 20 | An uncommon wondrous item of your choice. |
Rare Items
| 1D20 | ITEM CREATED |
|---|---|
| 1 | Amulet of Health |
| 2 | Bag of Beans |
| 3 | Bloodwell Vial, +2 |
| 4 | Boots of Levitation |
| 5 | Cloak of Displacement |
| 6 | Daern's Instant Fortress |
| 7 | Failed Experiment Wand |
| 8 | Gem of Seeing |
| 9 | Heward's Handy Haversack |
| 10 | Outer Essence Shard |
| 11 | Periapt of Proof Against Poison |
| 12 | Portable Hole |
| 13 | Quaal's Feather Token |
| 14 | Ring of Animal Influence |
| 15 | Ring of Evasion |
| 16 | Ring of the Ram |
| 17 | Stone of Controlling Earth Elementals |
| 18 | Wand of Fear |
| 19 | Wings of Flying |
| 20 | A rare wondrous item of your choice. |
Very Rare Items
| 1D20 | ITEM CREATED |
|---|---|
| 1 | Absorbing Tattoo |
| 2 | Bag of Devouring |
| 3 | Belt of Frost Giant Strength |
| 4 | Bloodwell Vial +3 |
| 5 | Chronolometer |
| 6 | Crystal Ball |
| 7 | Dimensional Loop |
| 8 | Efreeti Bottle |
| 9 | Horn of Valhalla (Bronze) |
| 10 | Ioun Stone of Insight |
| 11 | Marvelous Pigments |
| 12 | Mirror of Life Trapping |
| 13 | Ring of Regeneration |
| 14 | Ring of Shooting Stars |
| 15 | Ring of Telekinesis |
| 16 | Robe of Scintillating Colors |
| 17 | Robe of Stars |
| 18 | Rotor of Return |
| 19 | Wheel of Stars |
| 20 | A very rare wondrous item of your choice. |
Legendary Items
| 1D20 | ITEM CREATED |
|---|---|
| 1 | Belt of Storm Giant Strength |
| 2 | Blood Fury Tattoo |
| 3 | Cloak of Invisibility |
| 4 | Crystal Ball of Telepathy |
| 5 | Crystal Ball of True Seeing |
| 6 | Cubic Gate |
| 7 | Deck of Many Things |
| 8 | Horn of Valhalla (Iron) |
| 9 | Ring of Air Elemental Command |
| 10 | Ring of Earth Elemental Command |
| 11 | Ring of Spell Turning |
| 12 | Robe of the Archmagi |
| 13 | Sovereign Glue |
| 14 | Sphere of Annihilation |
| 15 | Talisman of Pure Good |
| 16 | Talisman of the Sphere |
| 17 | Talisman of Ultimate Evil |
| 18 | Universal Solvent |
| 19 | Well of Many Worlds |
| 20 | A legendary wondrous item of your choice. |
Level 6: Bend Luck
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
Level 14: Controlled Chaos
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge or Wild Crafting Properties tables, you can roll twice and use either number.
Level 18: Tamed Surge
Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
When you create an item using your Wild Manifest Chaos feature, you can choose the Wild Crafting Property (you must still roll to determine which table you use).
You can use either feature once per Long Rest, and you can’t use the same feature again until you finish a Long Rest.
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