Base Class: Sorcerer
Basically, the Wild Magic sorcerer subclass but with some tweaks to make it more b a l a n c e d .
Advanced Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Any time a spell of 1st level or higher is cast, the sorcerer must roll a D20. If the roll is equal to, or lower than, the spell level, the sorcerer must 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. This roll can be bypassed if, instead of choosing which spell you cast on your turn, you randomly cast one spell from all of your known spells for which you have spell slots available. The target of this randomly chosen spell is chosen by the sorcerer after it is determined.
The DM may opt to replace the Wild Magic table provided by the PHB with the Net Libram of Magical Effects (https://centralia.aquest.com/downloads/NLRMEv2.pdf).
Chaotic 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. You regain this feature after a long rest. Any time you cast a spell of 1st level or higher before this feature is regained, you must roll a d20, and if that number is equal to or less than double the level of the spell cast, another Wild Magic surge is triggered. (Ex. A level 1 spell now requires the D20 to roll a 2 or lower to trigger Wild Magic. A level 9 spell requires an 18 or lower to trigger Wild Magic, almost assuring the loss of control.) This feature is then regained.
Bendier Luck
Starting at 6th 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 1d6 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. The dice rolled increases to 1d8 at level 10, 1d10 at level 14, and 1d12 at level 18.
Chaos Control
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll three times and use any number.
Spell Bombardment Was Fine
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.
Comments