Sorcerer
Base Class: Sorcerer

Most sorcerers can name the source of their gift: a draconic ancestor, a divine spark, a touch of the Far Realm. Yours answers to nothing so tidy. The magic coursing through you is a shard of primordial chaos, the same churning force that runs beneath the ordered Weave of creation. It may have entered you through a brush with raw magic, a rift to Limbo or the Elemental Chaos, a fey blessing gone strange, or a catastrophe that left you scarred with power you never sought.

You can shape this magic as any sorcerer does, but it never fully obeys. When you cast, the chaos within may stir and bend the result toward fortune or ruin with equal ease: a gout of flame you did not call, a flicker of teleportation, a shape that is not your own. Over time you learn to ride these surges and even nudge luck in your favor, but you never truly master them.

For you, mastery was never the point. The power is.

Wild Magic Surge

The chaos bound up in your magic can break loose whenever you cast. Immediately after you cast a sorcerer spell of 1st level or higher, your DM can have you roll a d20. On a 1, you roll on the Wild Magic Surge table and the result occurs at once, whether it helps you or not. The table is a d100 of wildly varied outcomes (a fireball centered on yourself, a polymorph, a sudden teleport, and many more) and it is the heart of this origin. The table is not reproduced here; see the note at the bottom for how to attach or reference it.

Tides of Chaos

You can pull on the chaos to favor yourself. Give yourself advantage on one attack roll, ability check, or saving throw of your choice. Once you use this, you must finish a long rest before using it again. At any point before then, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher, and doing so immediately restores this feature.

Bend Luck

You can spend raw magic to tip another creature's odds. When a creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4, then apply that number as a bonus or a penalty, your choice, to the creature's roll.

Controlled Chaos

You gain a measure of sway over your surges. Whenever you roll on the Wild Magic Surge table, you can roll twice and choose which of the two results to use.

Spell Bombardment

Your damaging spells can erupt with extra force. The first time on your turn that you roll damage for a spell and any of the dice land on their highest possible value, choose one of those dice, roll it again, and add the new roll to the spell's damage. You can use this feature only once per turn.

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