Base Class: Sorcerer
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Extreme Wild Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll lower than a 5, roll a d4 to determine which Wild Table is Used, then roll a d100 and use the spell effect that is generated from the respective table.
Chaotic Surge Tables 1d4
1: Normal Wild Magic Table
2: Entropic Table
3: Chaotic Table
4: Blasphemic Table
Normal Wild Magic Table
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 001-002 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
| 003-004 | For the next minute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 005-006 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
| 007-008 | You cast Fireball as a 3rd-level spell centered on yourself. | 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| 009-10 | You cast Magic Missile as a 5th-level spell. | 59-60 | You regain your lowest-level expended spell slot. |
| 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. | 61-62 | For the next minute, you must shout when you speak. |
| 13-14 | You cast Confusion centered on yourself. | 63-64 | You cast Fog Cloud centered on yourself. |
| 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 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. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
| 19-20 | You cast Grease centered on yourself. | 69-70 | Each hostile 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. |
| 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
| 23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 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. | 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. |
| 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 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. | 81-82 | You can take one additional action immediately. |
| 33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 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. |
| 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. | 85-86 | You cast Mirror Image. |
| 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. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
| 39-40 | You regain 2d10 hit points. | 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. |
| 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. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
| 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
| 45-46 | You cast Levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
| 49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You regain all expended sorcery points. |
Entropic Wild Magic Table
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 001-002 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | Your highest two stats become equal to your lowest stat for 1 minute, roleplay accordingly. |
| 003-004 | You suffer Blinding Pain at start of each of your turns until you succeed a Constitution Saving throw DC 15, while in this pain you lose the ability to attack, and attacks against you have advantage. | 53-54 | Your emotions are exaggerated greatly for the next 2d6 days. |
| 005-006 | Your shadow turns into a hostile shadow demon for 1 minute. | 55-56 | Your eyes rot away leaving you blind and you take 2d4 Necrotic damage, they grow back in 4 hours. |
| 007-008 | You cast Fireball as a 3rd-level spell centered on yourself, using the Highest Spell Slot available to you. (the spell is of 3rd level, but uses your 5th level slot for instance) | 57-58 | For the next minute, you take on the appearance of a zombie ape. |
| 009-10 | You gain a Level of Exhaustion, and the magic fails. | 59-60 | You lose your highest-level non-expended spell slot as if that spell simply fails. |
| 11-12 | You age by 1/4 of your race's maximum lifespan. If your race can live indefinitely, you age 1,000 years. | 61-62 | For the next minute, you can only communicate through interpretive dance. Roll Performance. |
| 13-14 | You cast Power Word Stun on yourself. | 63-64 | You cast Feign Death on yourself and treat yourself as a willing subject. |
| 15-16 | If standing in sunlight, you take 10 Radiant Damage at the start of your turn for 1 minute. | 65-66 | Yourself and 2 other creatures within 30 feet of you take 3d10 lightning damage. |
| 17-18 | You look like a leper for 4d6 days, this effect an be cured by the spell Remove Curse. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
| 19-20 | You cast Grease centered on yourself, Using the highest spell slot available to you. | 69-70 | Each hostile 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. |
| 21-22 | Creatures auto-succeed against spells you cast for the next minute. | 71-72 | You are 100% convinced that you are immune to all damage for the next minute. |
| 23-24 | Your skin turns a vibrant shade of magenta. A Remove Curse spell can end this effect. | 73-74 | You become poisoned for 1d4 hours. If you are immune to being poisoned, you spend the next 4 minutes vomiting uncontrollably. |
| 25-26 | You cast Phantasmal Force on yourself, no save. | 75-76 | You believe that you are a Pit Fiend for the next 2 hours. |
| 27-28 | You cast Slow on yourself. | 77-78 | You cast True Polymorph on yourself. If you fail the saving throw, you turn into an alder stick for the spell's duration. |
| 29-30 | You teleport up to 60 feet upwards, if an object would be in your path you take 6d10 Force Damage when you slam into it. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. The area is considered heavily obscured to only you. |
| 31-32 | A random hostile Elemental appears 10 ft. in front you. Roll a d4: 1) Fire Elemental, 2) Water Elemental, 3) Earth Elemental, 4) Air Elemental |
81-82 | You may only speak in hurtful insults for 1 minute, all the thoughts you normally repress around your companions come spewing out of you. |
| 33-34 | Maximize the damage of the next damaging spell you cast. | 83-84 | You cast Blight on yourself for half damage. A random hostile enemy within 100 feet of you is healed how much damage you deal to yourself. |
| 35-36 | You become 4d20 years younger. (minimum of 1) | 85-86 | Your AC becomes 1 for 1d4 rounds. |
| 37-38 | 1d6 frightened flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and 1d4 [monster]mind flayer;illithids[/mosnter] appear 10 feet behind you. They vanish after 1d10 minutes. | 87-88 | You lose all movement speed for 1 minute. |
| 39-40 | You lose 2d10 hit points. | 89-90 | You become 100% convinced that you are invisible for the next minute. During that time, other creatures can't convince you that you are not invisible. The "invisibility" ends if you attack or cast a spell. |
| 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. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. Though when you reincarnate you return as a different race. |
| 43-44 | A random limb on your body gains the ability to talk, and loudly insults you and all creatures within 60 feet of you that you can see. | 93-94 | Your Strength Score and Intelligence Score swap for 1d4 minutes. If this would leave you with an intelligence 10 or lower you must succeed an Intelligence saving throw when the effect begins (DC 16), or stay that way permanently. |
| 45-46 | Your face appears to look like a dog for 1d4 hours, you lose the ability to speak for this duration, except for barking noises. | 95-96 | You gain vulnerability to spell damage for the next minute. |
| 47-48 | A Nightmare controlled by the DM appears in a space within 5 feet of you it has 100 hit points, an AC of 12 and is hostile to you and your companions, then disappears 1 minute later. | 97-98 | You are surrounded by a grand and opulent, choir of Dwarves that chants your thoughts aloud for the next minute. |
| 49-50 | Your head turns into a mute and deaf snow globe for minute. | 99-00 | You cannot use Magic for 1 year. No form of Magic may return your magic to you before this time is up, if an effect would attempt to return your magic to you the creature/ entity takes 10d4 Force Damage and is Banished to a random plane of existence. |
Chaotic Wild Magic Table
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 001 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51 | A spectral shield appears next to you and grants you immunity to the spell magic missile for 1 minute or until dispelled. |
| 002 | Immediately roll twice on this table, ignoring this roll. | 52 | A wall of pink fire encircles you for 1 minute. You must succeed a Luck (CHA) saving throw (DC 15) or be trapped on the side that deals fire damage. |
| 003 | For the next minute you can see any invisible creature, if you have a line of sight to it. | 53 | You are immune to contracting disease for 2d6 days. |
| 004 | You cast Speak with Animals on yourself. | 54 | You cast Create Food and Water. |
| 005 | A loxodon controlled by the DM appears in space within 5 feet of you for the next minute. | 55 | A Decanter of Endless Water appears in your hands, any weapons or gear you were holding is put into your pockets/ or sheathed instead. |
| 006 | A (swallow) appears within 5 feet of you and is friendly to you, it will lead you to 1d6 locations if you follow it. 1) a river with jumping fish, 2) a tall oak tree that was struck by lightning with a beehive, 3) a cave bear den that is currently empty, 4) a steep vista on the edge of an illusory cliff, 5) A corpse of a long rotten animal, 6) a chest full of riches which is locked | 56 | A random pocket (as chosen by the DM) on your person becomes a pocket dimension. (Pun definitely intended) This dimension is 10 feet deep, 10 feet wide, and 10 feet long. It can hold up to 100 lbs. of materials that can fit inside it, and never weighs more than 3 lbs. Retrieving an item from inside it requires only a Bonus Action otherwise treat it as any other extra-dimensional space. |
| 007 | You cast Fireball as a 5th level spell centered on yourself. | 57 | For the next minute your boots lose the property to obey gravity, causing you to float upwards 10 feet per round unless you have a way of keeping yourself on the ground. |
| 008 | You cast Ice Storm on yourself as a 4th level spell. | 58 | For the next minute any plants or food you touch withers and decays, If you touch or hit a creature with an unarmed strike it deals 1d4 necrotic damage. |
| 009 | You cast Magic Missile as an 11th level spell. (14 missiles that deal 1d4 +1 Force Damage.) | 59 | For the next 2d8 - 1 days everything you touch turns to solid gold. (including creatures) Creatures touched by you become petrified, and cannot be un-petrified without magical means. A remove curse ends this effect early. |
| 10 | You cast Scorching Ray as a 5th level spell. | 60 | All coins you are carrying (not in an extra- dimensional space) are turned into Platinum Pieces. |
| 11 | Roll 1d12, you height changes in inches based on the number you roll . On even numbers you grow, on odd numbers you shrink. | 61 | For the next hour, charming romantic string instruments follow you wherever you go, these impose disadvantage on stealth checks you would make, and cannot be dispelled. The music changes based on your mood toward the instruments. |
| 12 | For the next 1d6 hours your eyes and veins shed bright light in a 10 foot radius and dim light for an additional 10 feet. | 62 | All inanimate objects within 60 feet you fall under the spell animate objects for 1 minute or until dispelled. |
| 13 | You cast Confusion on yourself, no save. | 63 | A mysterious book appears in your hand, the design is up to DM discretion, but when read the book grants +1 to all ability scores, it then loses this property for 100 years. |
| 14 | You cast Plant Growth centered on yourself. | 64 | You cast Darkness centered on yourself. The color of this cloud to all other creatures is dark brown, and smells vaguely of wet dirt. |
| 15 | For the next minute you regain 1 spell slot each round starting at 1st level and moving up until either the spell ends, or you run out of spell slots. | 65 | A Chromatic Dragon controlled by the DM appears in an unoccupied space within 60 feet of you. |
| 16 | You cast Regenerate on yourself. | 66 | A Metallic Dragon controlled by the DM appears in an unoccupied space within 60 feet of you. |
| 17 | You sprout ears all over your body which begin to fall off after one minute, they remain solid for an additional minute before turning into thick cream colored jelly. | 67 | An army of 10d6 zombies bursts through the ground/ floor in a 60 foot radius of you. |
| 18 | A wreath of daisies sprout from your head, they may be removed without harm, but your skin loses color and turns grey for 1d4 days when you do. | 68 | You are entombed in crystal, which shatters at the end of your next turn. You gain 50 temporary hit points and are considered petrified. These effects including remaining temporary hit points end when the crystal is shattered. |
| 19 | You cast Wall of Force centered on yourself, this wall prevents spells from entering or leaving it for the duration. | 69 | Each creature with 30 feet of you must succeed a Wisdom saving throw against your spell save DC, or be polymorphed in a Dwarf, any gear they are holding/ wearing morphs to match their new form. |
| 20 | You cast Faerie Fire. | 70 | You cast Color Spray on yourself. |
| 21 | Creatures that are hostile to you within 30 feet become non-hostile as per the spell Charm Person. | 71 | You gain immunity to Slashing damage for 1d4 minutes, but also gain Vulnerability to Piercing and Bludgeoning damage for the same duration. |
| 22 | You have a brief vision of the future. Roll a d20 and record the number rolled. One time in the next hour you may use the number fore-rolled instead of whatever you roll, be it saving throw, attack roll, skill check, or other. | 72 | You gain immunity to Piercing damage for 1d4 minutes, but also gain Vulnerability to Slashing and Bludgeoning damage for the same duration. |
| 23 | Your clothes billow gently as if pushed around by the wind, a remove curse spell can end this effect. | 73 | You gain immunity to Bludgeoning damage for 1d4 minutes, but also gain Vulnerability to Piercing and Slashing damage for the same duration. |
| 24 | You are unable to turn left. Any time you would attempt to do so you take 1d8 Force damage and must succeed a Strength saving throw (DC 15) or be knocked prone. A remove curse ends this effect. | 74 | A random creature with 120 feet of you falls asleep as if it were affected by the Sleep spell. A creature that cannot be affected by magic that would force it to sleep is immune to this effect. |
| 25 | You gain Blindsight up to 10 feet for 1d6 hours. | 75 | You must succeed a Constitution saving throw (DC 25) or explode outward dealing 3d20 Force Damage to all creature's within 40 feet of you, you automatically fail ALL death saving throws and are dead. Only a True Resurrection spell can return you to life. |
| 26 | A glimpse of the future allows you to roll your next saving throw with advantage. | 76 | Illusory rain and autumn leaves fall in a 15 foot tall cylinder around you for 10 minutes. |
| 27 | For the next minute all your spells with a casting time of 1 action can now be cast with 1 Bonus Action. | 77 | A small cloud is summoned above your head, it affects you based on your mood in the following ways: It's white when you're happy, spiraled when you're confused, stormy when you're angry, and cloudy when you're sad. It cannot be dispelled and lasts for 1d20 + 9 days. |
| 28 | You cast Haste on yourself and one other creature within 5 feet of you. | 78 | If a spell you would cast requires concentration, it automatically lasts for the full duration, otherwise it's duration is doubled up to 24 hours. If it's instantaneous it's recast immediately on the same target. |
| 29 | You teleport up to 60 feet to an unoccupied space you can see. (Even if this means straight up or down.) | 79 | The next alcoholic drink you so much as look at immediately intoxicates you for 1d10 hours. |
| 30 | You cast Thunder Step as a 3rd level spell. | 80 | Your size is doubled for the next 10 minutes as if by the 'enlarge' effect of the Enlarge/Reduce. |
| 31 | You are teleported to the Plane of Air for 1 minute, after which you return to the nearest unoccupied space from where you left. | 81 | Your size is halved for the next 10 minutes as if by the 'reduce' effect of the Enlarge/Reduce. |
| 32 | You switch positions with the target of the last spell you cast, if it was an AOE spell, you switch positions with the nearest creature affected by the spell. | 82 | All weapons within 30 feet of you that are not magical are turned into food for 30 minutes. If one of these 'foods' is consumed, at the end of the 30 minutes the creature takes 2d12 Force damage for each minute it is inside them. |
| 33 | Roll a d20, your age changes depending on the number rolled, for evens you grow older, for odds you grow younger (minimum of 1). | 83 | You regain all expended hit dice. |
| 34 | On the next spell you cast you can roll 1 additional damage die. | 84 | A gentle gust of wind can be felt by all creatures around you for 1 minute, but otherwise does nothing. |
| 35 | Maximize the damage of the next damaging spell you cast within the next round. | 85 | A foul odor permeates the air around you for the next 1d4 minutes. Creatures that come within 10 feet of you must succeed a Constitution saving throw or become poisoned. If a creature is immune to the poisoned condition it instead gains 2d4 temporary hit points while it is within that radius. |
| 36 | You take no action, instead you spend the next 3 turns vomiting. On the first turn you vomit 1d100 Waterdhavian Gold Pieces, on the second turn you vomit 5d20 Silver Pieces, on the third turn you vomit 25d4 Platinum pieces. When you finish vomiting make a Constitution saving throw (DC 16) on a success the coins remain, on a fail they disappear. | 86 | For 1 minute a Fire Giant is summoned to your service, after that minute is up it becomes to hostile to you. |
| 37 | You cast the spell Find Familiar, it takes 2 rounds and summons a Werewolf that is friendly to you. | 87 | For 1 minute a Frost Giant is summoned to your service, after that minute is up it becomes to hostile to you. |
| 38 | A swarm of quippers controlled by the DM appears within 10 feet of you. | 88 | For 1 minute a Hill Giant is summoned to your service, after that minute is up it becomes to hostile to you. |
| 39 | You instantly regain all of your hit points, and also suffer 1 level of exhaustion. | 89 | For 1 minute a Cloud Giant is summoned to your service, after that minute is up it becomes to hostile to you. |
| 40 | You cast Mass Healing Word centered on yourself. | 90 | For 1 minute a Storm Giant is summoned to your service, after that minute is up it becomes to hostile to you. |
| 41 | At the start of your next turn a Leprechaun is summoned by you, he follows any non-harmful commands you give him for 1 minute and then vanishes. | 91 | 1d12 Hostile Flameskulls controlled by the DM appear in a 60 foot circle around you. |
| 42 | A Tarrasque controlled by the DM appears in the nearest unoccupied space to you that you can see. It remains for 1 minute or until killed. | 92 | The next creature killed by you returns as a ghost to 'haunt' you for 2d6 days. Once per day you must succeed a Wisdom saving throw (DC 14) to repel the spirit to it's vessel, or suffer disadvantage on all checks for the day. |
| 43 | For the next hour you can teleport up to 60 feet as a bonus action. You can also hear whispers as if they were normal speech from up to 60 feet away. | 93 | For the next 10 minutes, an illusory duplicate of you (with minor differences in clothing and appearance) appears next to you. The duplicate takes actions independently, but shares your initiative, health pool, sorcery points, and spell slots. Any materials expended by the duplicate are expended by you as well. |
| 44 | Spider legs erupt from your spine giving you a climbing speed of 40 ft. for the next hour. At which point they turn to dust and disappear. | 94 | A Killer White Rabbit appears in an unoccupied space within 30 feet of you. It is hostile and controlled by the DM. |
| 45 | You cast Levitate on yourself. While under the effect of this spell tiny fart noises are made when you move. | 95 | You cast Sleep on yourself, as an 11th level spell. (25d8 health affected) |
| 46 | You cast Antimagic Field centered on yourself. Roll 5d100 to determine how many feet of area the spell effects. | 96 | You cast Fabricate on a non-magical object you can see, the object fabricated then falls under the effects of the Animate Objects until dispelled. |
| 47 | A unicorn of Chaotic Evil alignment that is controlled by the DM appears in the nearest unoccupied space to you for one minute. | 97 | You cast Awaken on a creature you can see within range, if the creature has an intelligence less than 4 it becomes friendly to you and your companions, if it has an intelligence higher than 4, nothing happens. |
| 48 | A pair of feathered wings sprouts out of your back for 1 day, giving you a flying speed of 60 ft. If they are removed from you before the time ends you take 10d6 Radiant damage and are blinded for 1 day. | 98 | A rift into the Shadowfell opens for 1d6 minutes centered on you, creatures within 5 feet of the rift must succeed a Strength saving throw (with disadvantage if they are not holding onto a fixed object) or be sucked into the portal. |
| 49 | You can't speak, whenever you try for the next minute pink bubbles that laugh float out of your mouth. The bubbles continue laughing for the duration and shriek in agony when they pop. | 99 | The next time you take damage from a spell, or magical source a body part falls off of you (Chosen by the DM), this part regrows after 1d4 days. The piece that fell off however turns into an evil twin of you, it has all the skills, spells, and abilities yo do when you split apart, but is controlled by the DM, and wants one thing... To kill you. |
| 50 | Your AC becomes equal to your Spell Save for 1 minute and your Spell Save becomes equal to your AC for one minute. | 100 | You regain all expended spell slots and all expended sorcery points. |
Blasphemic Wild Magic Table
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 01-02 |
A caster teleports 25 ft. to the left of their location. A trail of fire appears from their starting position to their teleported position. |
51-52 | For the next 24 hours, the caster’s nose grows outwards by 1 inch every time they knowingly tell a lie. The nose returns to it’s previous size once the duration is up. |
| 03-04 |
The spell fails to take effect… until 1d4 rounds later. |
53-54 | The caster becomes chaotic evil for 1d4 days, roleplay accordingly. |
| 05-06 | Something Fishy: the caster is left smelling of fish. The target of the spell also smells of fish. If the spell affects an area, the area smells of fish. If the spell produces a projectile the projectile becomes a fish(no change to damage type). | 55-56 | A chorus of ethereal voices congratulate the caster on casting the spell and compliment the quality of both the casting and the spell itself. Anytime the caster uses magic within an hour of the casting of the original spell, they are met with the murmured approval and commentary of the voices. |
| 07-08 | It rains literal cats and dogs for one round, causing 1d4 bludgeoning damage to any creature hit by a dog and 1d6 slashing damage to any creature hit by a cat. | 57-58 | Instead of the fireball you were expecting, you begin summoning countless cabbages, pouring out in a cone in front of you. Instead of doing any damage the full points of damage would heal the person instead. |
| 09-10 | A djinn appears and offers the caster a Wish, but then refuses to grant it and disappears. | 59-60 | Instead of the cone of ice you wanted, a disgruntled 6 inch pixie appears, flies up to you, punches you in the forehead, sprinkles you with a dust that makes you sneeze violently, and then vanishes in a puff of neon pink and orange glitter. |
| 11-12 | Everyone in a 3d6 foot radius has to make a DC 15 Con save or falls asleep for 1d4 rounds. | 61-62 | The somatic components for any spells that bards would cast within 30 feet of you are replaced with the song 'If you're happy and You Know it', and the somatic components are replaced with hand clapping. |
| 13-14 | The caster and the target both get an intense sense of kinship and refuse to fight each other for 1d4 rounds. | 63-64 | The caster vomits up a huge slug after casting the spell. It tastes of old Swiss cheese and banana's. |
| 15-16 | The caster loses containment of his or her magical power, which all goes pouring out to the nearest creature. The caster expends all his or her remaining spell slots and sorcery points, adding all the spell levels together (with each sorcery point counting as 1 level). The target takes 1d6 force damage for each spell level expended this way. If this damage kills the target, the leftover damage continues to the next closest creature, and so on until all damage has been applied. | 65-66 | The caster spits glitter when they talk. It gets everywhere. The effect ends after 1 minute but the glitter never goes away. |
| 17-18 | The caster loses control of their bladder. Constitution save (DC 18) or they urinate on the spot. | 67-68 | The first person who says the casters name then has total mental control over them for 1d4 rounds. |
| 19-20 | You feel very attractive… All unsecured objects and creatures in a 100 foot radius moves towards you by 5 feet each round for 20 minutes. | 69-70 | The caster spontaneously combusts. After 2d10 days they are reborn as they were from the ashes. (if this effect happens to the caster a total of 3 times they are given the boon of the phoenix. After receiving the boon, subsequent rolls are counted as re-rolls on the wild tables) |
| 21-22 | You feel like you really need to sneeze. Make a constitution saving throw with a DC of 10+your spell casting modifier. On a failure, you sneeze, and involuntarily cast prismatic spray (without consuming a spell slot) in the direction you are facing. On a successful save, you sneeze normally, without any ill effects. | 71-72 | The caster is launched one thousand feet into the air and falls back down at a speed of 190 feet per round. (Unless stopped, Fall Damage still applies) |
| 23-24 | The smell of cinnamon fills the area in a 30-foot radius around the caster. | 73-74 | A weapon within 30 feet of caster becomes sentient, it’s always grumbling about being dirty and grants disadvantage to the user if they don’t spend an hour a day cleaning it. |
| 25-26 | A small songbird pops into existence in mid-flight 10 feet above the caster. Roll a d20. On a 1, the bird poops and it lands on the caster. On a 20, the bird poops and it lands on the target of the spell. | 75-76 | The casters eyes flash with a strange color. To the caster, everybody’s skin and muscles are transparent, revealing their organs. This lasts for 1 minute. |
| 27-28 | The caster develops severe claustrophobia for 1d4 hours. | 77-78 | All water in a 50 ft. radius evaporates instantly. |
| 29-30 | The caster gets the hiccups, which last for 1d6 minutes. | 79-80 | The casters hair disappears, reappearing 1d6 days later, washed, braided and decorated with flowers. |
| 31-32 | Any non-magical pouches or containers on the caster’s person tear open and spill their contents onto the ground. | 81-82 | Instead of the intended effect, 10d10 trees in the area grow mouths, and begin singing for 1d8 rounds. If the original spell was supposed to be a spell of healing, the song is a rousing chorus that washes away fatigue and ends any emotional (fear, charm, etc.) effect that is currently afflicting any that hear it. If the original spell was supposed to be an attack spell, the song is an irresistible tune that catches up all that hear it into singing it with the trees, and all the attitudes of the combatants is changed to neutral towards each other when the song ends. If the spell was supposed to be anything else, the song is a soothing song that makes the listeners sleepy, taking everyone's reaction away until the song ends. |
| 33-34 | Around the caster spawns 10 frogs, all of them are passive. | 83-84 | In front of the caster a portal, no larger than a fist, opens to the realm of infinite (insert desired liquid here). That liquid begins to pour out uncontrollably for a number of rounds equal to the caster's level. |
| 35-36 | Around the caster spawns 10 rats, all of them hostile. | 85-86 | The caster is trapped in a giant glass ball. Must be broken to be freed. The ball has an AC of 15, 25 hit points, is immune to non-magical damage, and rolls across the ground seeking the nearest ocean at a speed of 100 ft. The creature inside the ball has 10 + their CON mod minutes of air before they suffocate. |
| 37-38 | A lit birthday candle appears before the caster. In front of the candle is a note. The note reads “blow the candle out to make a wish. | 87-88 | The caster gains 50 lbs. |
| 39-40 | Static SHOCK! The next person the caster physically touches takes 1d6 lightning damage. | 89-90 | Caster loses his head, literally! Body spends 2 rounds roaming around looking for it |
| 41-42 | The caster grows an extra finger on one of their hands. A remove curse spell or a successful DC 20 medicine check can remove the finger. | 91-92 | It starts raining cheese (or men?). |
| 43-44 | Caster’s race changes every day for the next week. | 93-94 | The ground underneath the caster turns into 100 [monster]ochre jelly;ochre jellies[monster]. |
| 45-46 | The caster suddenly learns a new language, as chosen by the DM. Make a Intelligence saving throw DC 15, or take 2d4 Psychic Damage. | 95-96 | The spell turns into bees. The bees are hostile to everyone and everything. they deal 1 piercing damage to a target they are attacking. This damage increases by 1 each turn the target is hit by them. (IE: if a target were hit by the bees twice they would take 1, then 2 damage, on the 3rd round they would take 3 etc.) |
| 47-48 | After casting the spell, the caster hears strange whispers in an unknown language for 1d20 minutes. Occasionally the whispers seem to go quiet, as though they know someone is listening. | 97-98 |
Any currency in the Caster's possession turns to delicious chocolate.
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| 49-50 | After 1d4 rounds of casting the spell, a Bar-bear-ian intent on violence towards the party, and with knowledge of their whereabouts, is summoned 400 feet away. The Bar-bear-ian is a 5th level berserker, with an AC of 12, it has 60 hit points and speaks common. |
99-00 | Summons a 100 foot tall Wizard's Tower 10 feet in front of the caster, the tower is under magical protection in the form of the spell Guards and Wards, but every effect has a chance to go wild. The treasure room at the top of the tower is guaranteed to have a rare metallic dragon egg that is always 1 minute from hatching until picked up by a player. |
Reflexsive Chaos
At 1st level, your power bubbles just under the surface of your most powerful emotions and can easily be drawn out by fear. When an attack roll is made against you, but before you know if the attack hits or misses, you can choose to use your reaction to force the attacker to make the attack with disadvantage. Alternatively, when you are required to make a saving throw, you can choose to use your reaction to roll the saving throw with advantage.
After the results of the attacks or saving throws are resolved, you must roll on one of the Magic Surge tables. This feature cannot be used again until you have completed a short or long rest.
Intentional Insanity
Once per day (resetting at dawn), you may treat any spell attack roll less than 10 as a 1 and may roll on the wild magic tables. This ability is very taxing on you, unless you succeed a Constitution saving throw (DC 10+ your CHA modifier) you take 1 level of exhaustion after using this ability.
As you further you arcane prowess you gain additional peaks of control over your chaotic origin. Choose two options at 6th level and one additional option at 14th and 18th levels respectively.
Chaos Negator
As a Bonus Action you may, a number of times equal to your spellcasting modifier per day, negate a wild surge entirely cancelling the effect.
Chaotic Metamagic
Your spellcasting versatility has allowed you to gain the use of your metamagic when a wild surge occurs. When a spell would normally be affected by a source or multiple sources of metamagic the effects if applicable carry over into the wild magic surge effect as well.
Controlled Insanity
With practice you have learned the skills required to alter which magic surge affects you when you magic becomes chaotic. You may pick which table your wild magic surge is from: Normal, Chaotic, Entropic, or Blasphemous.
Destiny Shaper
You know the ins and outs of how your wild magic affects you, and you may pick your destiny. When you would roll on the wild magic tables, you roll 3 times and choose the desired result from those three options.
Mote of Chaos
Your font of magic seems to be a pool you can use your chaotic power to regenerate. You may roll a d20 to recover spent sorcery points, (DC 10+ CHA modifier) on a success you regain 1d4 X your CHA modifier sorcery points. Requires a short rest to regain use of this feature.
Oceans of Chaos
You may, as a Reaction to a spell you are hit by, roll once on one of the wild magic tables without expending a spell slot.
Winds of Change
Your wild origin has allowed you to alter the fate of an event for your allies and through practice you have learned how to use it to affect yourself as well. You may use your Bend Luck Feature on yourself once per long rest.
Bend Luck
Starting at 14th level, you have the ability to twist fate using your wild magic. When another 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 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. 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. You can use the feature only once per turn.
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