Base Class: Warlock
The pact you have created with wild magic is a true commitment to chaos, meaning you must syphon power from the controlled spells from the schools of magic and return it to wild form to bring forth chaos into the mundanity of the lives of you and those around you, allowing you to claim victory or snatch defeat from its jaws.
Wild magic syphon.
You can syphon magical energy from order and bring it to chaos. Starting at level 3 when you pick this subclass, the power of levelled spells that deal damage or non damaging spells that require concentration that you cast can be partially syphoned and converted into wild magic. You must declare that you are syphoning magic before casting the spell.
Damaging spells:
For single target spells that deal damage, the spells damage is reduced by 1d8(for each instance of damage imposed on a target from the spell) per spell level.
Example 1: If casting hellish rebuke at 1st level the damage is 2d10 - 1d8. Example 2: If casting witch bolt at 2nd level the creature takes 2d12 -.2d8 for each instance.
For area of effect and multi-target spells spells that deal damage, the spells damage is reduced by 1d6(for each instance of damage imposed on a target from the spell) per spell level.
Example 1: If casting Arms of Hadar the damage is 2d6 - 1d6. Example 2: If casting cloud of daggers the damage taken by a creature walking into the cloud is 4d4 -2d6 for each instance
If the damage rolled for the spell is less than the syphoned damage the target is healed for the difference.
Non damaging spells that require concentration:
For non damaging spells that require concentration your spell DC of the is reduced by the spell slot level.
After a spell has been cast roll 1d20 per spell level for the resulting effect from the wild magic table.
Spells that do not fall under these categories are unaffected.
Wild magic Table:
Spells cast as a result of the wild magic table cannot be used to trigger wild magic syphon.
1-4: Every creature in a 40 foot radius centred around you is under the effect of faerie fire for 10 minutes.
5: All your spells for the next 24 hours are replaced with a spell that 1 summon friendly swarm of rats per spell slot level used to trigger Wild magic syphon.
6-10: Each creature in a 30 foot radius around you including yourself casts color spray even if it can't normally cast spells using your spell save DC.
11-15: You summon 1d4 hostile baboons. The DM rolls 1d4 on each of the baboon's(') turn(s) .
16-20: You cast erupting earth.
21-25: In a 50 radius around yourself, all good creatures become vulnerable to radiant damage, all evil creatures become vulnerable to necrotic damage and neutral creatures become resistant to both for the next hour.
26-30: You Cast tidal wave and wall of water is cast centred on yourself.
31-35: Each creature within 20 feet of the point where you targeted the spell used to trigger Wild magic syphon must make a spell saving throw, on a failure ice knife is cast on the creature.
36-40: You summon a swarm of venomous snakes which gains +15 hit points, +1 ac, +1d8 piercing damage and +1d6 poison damage to Bites per spell slot level used to trigger Wild magic syphon.
41-45: You and 1d4 creatures within 20 feet of you cast Blink.
46-50: The ground beneath you in a 20 foot radius is covered in iridescent permafrost which unable to be melted. The first time a creature moves on the permafrost it must make a (DC 12 + your charisma modifier) Dexterity saving throw. On a fail the creature falls prone and has their movement speed halved while moving on the permafrost, upon a success the creature slides gracefully and has doubled movement while moving on the permafrost.
51-55: You are transformed into an archelon for 10 minutes or until you hit 0 hit points as an archelon at which point you revert back with same number of hit points as before you initially transformed.
56-60: You cast Plant Growth (overgrowth) , a hostile flameskull is summoned at the centre. The DM rolls 1d4 on the flameskulls turn, on odd rolls it will attack the players on even rolls it will attack which ever creature the players want.
61-65: Hypnotic pattern is cast centred on you.
66-70: Choose 1 colour layer from prismatic wall and summon it as either a wall or globe.
71-75: You gain the effects of speak with animals and summon 1 friendly giant toad, 1 friendly ape and 2 friendly boars within 20 feet of you that follow your commands, but you become unable to speak to creatures other than beasts.
76-80: You gain a choatic potion with enough liquid for 2 uses (charges). When a creature drinks the potion they must roll 1d4:
1). The creature is healed by 3d8 hit points.
2). The creature's melee and spell attack rolls have been reversed and must now fail on the attack roll to succeed for the next 24 hours.
3). The creature gains a 10 foot aura for 10 minutes that deals 1d10 lightning damage to any creature that starts or ends its turn in the aura.
4). The creature erupts with wild magic. The creature that drank the potion and creatures within 30 feet of it must make a spell saving throw against you spell save DC. On a success the creature avoids the wild magic on a fail the creature takes 4d12 damage.
81-85: Pick 3 level 2 or 2 level 3 spells and then roll 1d4, on an even every spell is cast centred on you, on an odd the spells that can reach are targeted on the nearest enemy creature any spells that can't reach are not cast.
86-90: Your Strength and constitution are set to 20 and all other stats are set to 8 for the next 24 hours.
91-95: You can give a number of creatures equal to your proficiency bonus a vulnerability to a damage type of your choice for the next 10 minutes.
96-99: You cast chromatic orb at 6th level.
100: Roll 1d4
1). You cast Bones of the earth followed by earthquake on your next turn.
2). You cast Incendiary cloud followed by Wall of water cast on your next turn.
3). You cast Circle of Death any creature that fails the saving throw is also subjected to contagion without a saving throw.
4). You cast Geas on a number of creatures equal to your proficiency bonus. Any creature that fails has the items they are currently holding in their hands to be turned into a torch for 1 hour.
Harnessed chaos
Starting at level 6 after you see the result for Wild magic syphon by using a reaction you can choose to remove one of the d20 results and take the new total as the effect a number of times equal to your proficiency bonus per short rest.
Wild magic interference
Starting at 10th level as a reaction you can roll 1d12 to change the damage type of incoming damage or healing to a creature within 60 feet of you that you can see:
1). Fire
2). Cold
3). Thunder
4). Lightning
5). Necrotic
6). Radiant
7). Acid
8). Poison
9). Bludgeoning
10). Slashing
11). Piercing
12). Healing
If the damage type is the same as the type rolled the damage or healing is doubled.
Wild magic conduit
Starting at 14th level by using an action you can you can trigger Wild magic syphon as if you had used a spell slot equal to your current spell slot level -1 a number of times equal to your proficiency bonus per short rest. Example: At 14th level you would roll 4d20 on the wild magic table.
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