Base Class: Sorcerer
Restriction: Not available as a Multi-class option
Typically called a child of destiny or prophecy. The person has a been born with the natural ability to tap directly into the weave.
These poeple are generally hunted by both forces for good and evil for their connection to the weave.
The abilities typically appear in early adolescence. Because of their connection to
Sorcery Points Variant
The character has the following sorcery points.
| Character Level | Spell Points | Max Spell Level |
|---|---|---|
| 1st | 5 | 1st |
| 2nd | 8 | 1st |
| 3rd | 17 | 2nd |
| 4th | 21 | 2nd |
| 5th | 32 | 3rd |
| 6th | 38 | 3rd |
| 7th | 45 | 4th |
| 8th | 52 | 4th |
| 9th | 66 | 5th |
| 10th | 74 | 5th |
| 11th | 84 | 6th |
| 12th | 85 | 6th |
| 13th | 96 | 7th |
| 14th | 97 | 7th |
| 15th | 109 | 8th |
| 16th | 110 | 8th |
| 17th | 124 | 9th |
| 18th | 132 | 9th |
| 19th | 142 | 9th |
| 20th | 153 | 9th |
Cost per spell slot: 1st level = 2pts. 2nd level = 3pts. 3rd level = 5pts. 4th level = 6pts. 5th level = 7pts. 6th level = 9pts. 7th level = 10pts. 8th level = 11pts. 9th level = 13pts.
Casting 6th level or higher. Character can only cast a single sixth, seventh, eighth, and ninth level spell once between short or long rest without penalty. Casting one of these level spell again increases the Wild Magic Surge Probability Die by the level of the spell. Example: Casting a second seventh level spell make a Wild Magic Surge happen on a roll of 8 or less. Casting a third time creates a Wild Magic Surge happen on a roll of 15 or less. Casting a second eighth level spell creates a Wild Magic Surge on 23. If the roll becomes a twenty or higher a Wild Magic Surge occurs. After the surge the probability roll becomes a 1 again.
Wild Magic Conduit
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, you roll a d20 (Wild Magic Probability Die) immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.
If you have not used a spell of the first level or higher the previous day the Wild Magic Probability Die increases by +1 for each day you haven't used a first level spell or higher. Once the Wild Magic Surge happens this number revert back to a roll of 1 to trigger the surge. Example: if you haven't used a first level spell or higher in three days, a roll of 4 or less triggers a Wild Magic Surge.
If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. After which the Wild Magic Probability Die goes back to 1.
Wild Magic Surge
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain 1D8 sorcery points. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain 1D20 sorcery points. |
Exceed Safe Limits
At the 2nd Level.
If you lack sorcery points needed to cast a spell. You can draw power from the waeve but at harm to yourself.
You can gain the sorcery points needed but at the cost of 1D8 damage per sorcery point. Damage is determined by the spell's school. Abjuration=Force, Divination=Radiant, Enchantment=Psychic, Evocation=Lightning, Fire, Cold (DM determines). Illusionary=Psychic, Necromancy=Necrotic, Transmutation=Force.
Your maximum hit points are reduced by this amount. If this reduces you maximum hit points to 0 you die. You return to your maximum when you finish a long rest or through a Greater Restoration spell or higher spell.
Mage Sight
At the 3rd Level
The players connection as grown to a point where the can see the magic around them allowing them to detect any magic around them. A sucessful arcana check (DC10 + Spell Level) reveals what the spell does.
Channel Font
At the sixth level you gain the ability to channel the power of the weave into individuals or charges for items within 10ft.
As a bonus action you can spend up to your max spell level spell of sorcery points to recharge another characters spent spell slot. The player cannot over charge another creature or item. If attempted on a creature it triggers a wild magic surge. If attempted on an item causes the item to explode by expending all of it's charges. Example: a ranger spent a third level spell the previous turn, you spend five sorcery points recharging the ranger's third level spell slot. A wand of fireball has expended all it's charges, the player can spend five sorcerers points to give the item one charge.
Force Surge
At the 14th Level you again the ability to warp the magic around another caster that is within 60ft. to trigger a Wild Magic Surge.
As a reaction, you can spend 4 sorcery points to force any spell being casted to trigger a Wild Magic Surge on the caster. The caster must make a save roll (their spellcasting ability) against your spell DC. On success the spell happens, on a fail the spell fails and a Wild Magic Surge happens on the caster.
Font Mastery
At 18th Level you gain mastery over the flow of the weave to drain it from creatures or items you are within 60ft.
As an action, if you are not at full sorcery points you can drain another caster's available spell slot for sorcery points or an items charges. The target must make a charisma save against your spell DC. On a sucess nothing happens on a fail you pick which spell slot you absorb. Items cannot make saves. If the item is drained of all charges, and is not an artifact or relic, turns to ash and is destoyed.
Any extra points that exceed your maximum sorcery points are added to the Wild Magic Surge Probability Die.
You are no longer penalized for not casting spells everyday and don't encure +1 penality.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/21/2018 5:02:41 PM
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42
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1
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1.1
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Coming Soon
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