Wizard
Base Class: Wizard

While most wizards study for a specific school of magic, others may opt to choose to study how magic reacts when introduced to an element of chaos. You take the same unstable magic found in a Wild Magic Sorcerer and force it into your spells and note the reactions. While it isn't necessarily the safest school, it does allow a myriad of positive outcomes should an experiment succeed. Many schools tend to avoid teaching this subject, for fear of losing their institute to a chaotic surge.

Known as a Wild Wizard to those that take pride in their study of magic, they are typically looked at with scrutiny and suspicion. While they are praised for their curiosity in the study of the arcane, their methods of study pose a serious threat to those not prepared for everything.

Approach your spells with caution, similar to how a Wild Magic Sorcerer would roll for a surge whenever casting a spell of 1st level or higher, you must roll as well. The table used for this class can be a modified version of the wild magic surge table at the DM's discretion. 

Wild Magic Influx

Starting when you choose this school at 2nd level, your spellcasting can be put to the test by attempting to add an influx of chaotic magic. Once per turn, you can opt to roll a d20 immediately after you cast a wizard spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Influx table to create a magical effect. If that effect is a spell and it normally requires concentration, it doesn't require concentration in this case and spells last for its full duration. When adding a spell to your spellbook roll 1d6, on an odd you get the spell you are transcribing, even gives you a spell of the same school and level of the DM's choice.

Chaotic Experiment

Starting at 2nd level you can experiment with chaos and gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest where you record the outcome of your experiment. Any time before you take this rest you can opt to make a roll on the Wild Magic Influx table immediately after you cast a wizard spell of 1st level or higher. You then regain the use of this feature.

Testing Mettle

Starting at 6th level you have the ability to test how others around you are affected by your chaotic magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and foregoing your bonus action on your next turn to roll 1d4 and apply the number rolled as a bonus or penalty (DM's choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Unbridled Chaos

At 10th level you begin to lose a grip on the control of your chaotic magic. Whenever you roll for a Wild Magic Influx, roll three times and the DM will choose the outcome. By using your bonus action you may choose the number, this must be done before the outcome is read.

Anarchic Stability

Beginning at 14th level, the damaging capabilities of your chaotic magic is no longer controllable. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage and take damage equal to half your added roll rounded down. You can use the feature only once per turn.

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