Sorcerer
Base Class: Sorcerer

Basically it's wild magic sorcerer that adds damage modification and Chaos. Chaos is a new stat that increases your chance of wild magic happening but also increases a chance of some truly wild magic happening.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 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 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.

Wild Magic Surge

d100

Effect

01

Your Chaos doubles.

02

Roll twice again on this list, rerolling 2s. Both happen simultaneously.

03

Your Chaos halves.

04

Roll on this table at the start of your turn for a minute.

05

Gain sight as to the see invisibility spell.

06

Cast fireball at 3rd level centered on yourself.

07

Cast magic missile at 5th level.

08

All creatures within 60' get disadvantage on their next spell save.

09

Cast polymorph on yourself to change into a giant scorpion.

10

Cast time stop and gain an extra chaos.

11

A third eye opens on your forehead, allowing you to see into the astral plane for 1 minute.

12

Cast blink on yourself

13

Heal 5hp each turn for 1 minute.

14

Roll a d20, on a 10 or greater, you cannot speak for 1d4 hours.

15

You gain a spectral shield for 2d12 turns that gives you +2 to your AC and immunity to magic missile.

16

Your race changes for 1d4 days, but all of your stats stay the same.

17

You cast invisibility on every creature within 60'.

18

If you die within 1 minute, come back via the reincarnate spall.

19

Cast mirror image on yourself.

20

Take an additional action immediately.

21

Regain all expended sorcery points.

22

You glow for 1 minute. All creatures within 5' are blinded. Bright light extends for 30' and dim light for an extra 60'.

23

All creatures within 60' gain a random condition(blinded, charmed, deafened, frightened,  incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned). Immunity does not apply. If the condition requires a roll to escape, the DC is your spell save DC. All conditions caused by this surge end at the end of your next turn.

24

Cast thunder step.

25

Cast grease centered on yourself

26

A copy of the last spell is cast targeting yourself or originating from you in a random direction (as in thunderwave).

27

Create a 300' antimagic zone, centered on you.

28

Your hands become incased in hardened clay.

29

Your STR modifier becomes +10.

30

Your speed doubles.

31

Cast fly on yourself.

32

Cast wall of fire in a circle directly around yourself, hot side out.

33

Any dead creature within 60' comes back to life as per the resurrection spell.

34

Cast dispel evil and good on an object within range.

35

Polymorph into a horse for 1d4 days.

36

Cast gaseous form on yourself.

37

Cast haste on every creature within 10' of you.

38

Cast slow on every creature within 10' of you.

39

Chaos increases by 1.

40

Your clothing turns into a cloaker until killed where it reverts back to your normal clothing.

41

All spell slots of 2nd level and below are expended.

42

Cast divination

43

You are immediately buried up to your neck in the ground.

44

Cast reduce on yourself.

45

A random creature within 60' becomes aggressive to you exclusively until incapacitated.

46

Regain your highest spent spell slot.

47

Gain advantage on all saves for the next minute.

48

Cast blur on yourself.

49 Cast fireball, centered on yourself, at 6th level. 
50 Cast power word pain at a random target.
51 Cast dragon's breath on yourself at 2nd level.
52 The next time a spell is cast, this wild magic surge casts counterspell at 3rd level.
53 Gain 1 random skill proficiency for 1d4 hours.
54 Create up to 10 gp of a single material.
55 You teleport to a random location 25' away. A trail of fire connects the path of the teleport. Anything that begins their turn in the fire takes 1d4 fire damage.
56 Summon 1d4 fey of CR 1/2 or below (the DM's choice) that are friendly to you for 1d6+1 turns.
57 Summon 1d4 fey of CR 1/2 or below (the DM's choice) that are hostile to you for 1d6+1 turns.
58 Rubble appears above you in a 20' radius. All creatures within that area must make dexterity saving throw. On a fail take 1d8 bludgeoning damage.
59 1d10 gp disappear from your possessions.
60 Your Shadow detaches from you and becomes a Shadow friendly to you for 1 minute.
61 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage.
62 Fog seeps up from the ground, obscuring everything within a 20′ radius of the target, for 1d4 rounds.
63 1d6 violet fungus sprout around you at random locations and attack all living things.
64 All damage resistances become vulnerabilities and vulnerabilities become resistances for the next minute to every creature within 20' of you.
65 Instead of the last spell, you cast the sleep spell at the same level. The spell slot is still used.
66  Summon a spectral form of your soul that can move up to 30' and make an unarmed attack (+11) dealing (11)1d10+5 damage on a hit. It can only be seen by you and other sorcerers and disappears after it makes its attack.
67 You are thrown 20' straight back. If you hit a solid object, take 1d8 damage for every 5' of movement it obstructed. If you hit another creature, they may make an athletics saving throw against your spell save DC or be carried along with you suffering the same fate.
68  A rift between plains opens in front of you and a monstrous arm reaches through and attempts to grapple you. Make a DC14 Athletics or Acrobatics saving throw. On a failure, the arm takes one magical item from you. The rift then closes at the end of your turn.
69 A rift between plains opens in front of you. The rift is just big enough to reach through. On the other side, you can see an obviously magical item. The rift closes at the end of your turn.
70 A random creature within 10' of you ages 5 years.
71 A random creature within 10' of you gets 5 years younger. If their age would reach 0, the wink out of existence, leaving all of their worn items behind.
72 The spell cast turns out to have no effect beyond visual as if it were all an illusion. Illusion spells have physicality to them.
73 Immediately cast the awaken spell on one eligible creature chosen at random. The creature is not charmed as per the usual affects of the spell.
74 Cast polymorph on yourself to transform into a winged boar (use the boar stat block but add a 40' fly speed).
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
00  

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Also, when you roll damage, you may spend 1 sorcery point to either have your damage dice explode, or deal maximum damage. If you max your damage, roll 1d20, on a roll of 10 or greater, add 1 Chaos. If you explode your dice, roll 1d20, on a roll of 15 or greater add 1 Chaos.

Every time your wild magic triggers or other factors cause it, your Chaos increases by 1.

Cracked Magic

Beginning at 6th level the range that your wild magic triggers is increased by 1 for every 20 Chaos you have acquired.

Magical Rift

At 14th level, whenever you roll on the wild magic table, roll a second [roll]1d100[/roll]. If the result is lower than your Chaos, magic breaks into a chaotic blast. 

You explode with magical energy. Convert every sorcery point you have available into spell slots, starting with the largest possible, ignoring maximum spell slots (for those available at your level). All of your spell slots are now expended. Take 1d6 points of magical damage for each level of each spell slot expended in this way. Every creature within 100' takes damage as well without a save. Those within 10' take 3/4 the damage you took, those within 30' take 1/2 the damage you took, those within 60' take 1/4 the damage you took, those within 100' take 1/6th the damage you took.

Triggering this ability warps reality for a short time. Confer with your DM about the outcome of this magical event.

When you reach this level, you are able to immediately expunge either half of your current Chaos, or 30 points of Chaos.

Whenever you finish a long rest, you may reduce your Chaos by 5.

Conduit of the Weave

Beginning at 18th level, the chaos of your wild magic has become a boon to yourself more than it has become a hinderance. At any time you roll on the wild magic table, you may ignore the result. 

Also, once per long rest, you may channel the weave through yourself to have one of a number of affects.

  1. Restore all expended spell slots to up to 5 creatures within 100' of yourself.
  2. Cause a magical rift as per the 14th level ability.
  3. Trigger any 1 affect on the wild magic table of your choice.

Comments

Posts Quoted:
Reply
Clear All Quotes