Sorcerer
Base Class: Sorcerer

Wild Magic Surge roll becomes a "Charge" that's basically a DC of 1, but the DC increases by the spell level of every spell cast that doesn't trigger a Wild Magic Surge. The "Charge" cannot have proficiencies used on it. For example, casting Fireball at the initial Charge of 1 (DC1) then turns the Charge into 4 (DC4), failing the new DC triggers a Wild Magic Surge. If the Sorcerer uses Fireball again after that and still succeeds against the DC, it'll become a Charge of 7 (DC7). Charge resets to a DC of 1 after a Surge or use of Discharge.

Wild Magic Discharge allows the Sorcerer to expel the wild energy willingly, allowing them to roll on the Wild Magic Table with advantage and take either result. It's basically the original Level 14 feature but with an action component. Discharge then gives the Sorcerer protection against more Wild Magic Surges. Discharge gains a buffer equal the amount of Charge remaining (in the previous example, a 7) and the Sorcerer can cast spell levels to consume this buffer. Once the combined spell levels consume or exceed the buffer, the Sorcerer is subject to the rules of Wild Magic Surge and Charge again, the excess spell levels spilling over onto their Charge amount. They eventually learn to consume their entire remaining Discharge in return for being able to cast Metamagic on their next spell.

Aside from that, this subclass grants a new Metamagic (Chaotic Spell), which randomly rolls from a wider pool of elements than Transmute spell, and eventually earns the ability to empower it. They are also eventually able to select a single spell they have slots and consumable components for from ANY spell list but their own, but they can only keep the spell for 1 long rest at a time. They cannot choose the same spell consecutively. You can choose it again after choosing another and long resting, but not back-to-back.

Wild Magic Charge/Discharge

At level 1, you gain the ability to expel the wild magic building within you in an attempt to control the result.

You start with a Wild Magic Charge of 1 (or a DC of 1). Upon casting a leveled spell, the DM can have you roll a d20. If the result is a 1, Roll on the Wild Magic Surge table for the result. If the result doesn't trigger a Wild Magic Surge, add the spell's level to the Charge. Next time you cast a leveled spell, the result of the D20 must beat the new Charge level, or trigger a Wild Magic Surge. This accumulates for successive spells as long as a Wild Magic Surge doesn't occur.

For example, if not triggering a Surge on a level 1 spell, the next d20 roll must beat a 2 instead of a 1 (or DC of 2).

The Wild Charge level resets to 1 whenever a Wild Magic Surge happens.

You can then use an action to willingly cause a Wild Magic Surge, expelling the wild energy from your body. In return, you're given slight control over the result, allowing you to roll on the Wild Magic Surge table with advantage (2 rolls), and choose either result. Also, you gain Wild Magic Discharge equal to the level of Wild Magic Charge (or DC).

As long as you have Discharge remaining, your spells do not accumulate Wild Magic Charge, and you do not need to roll a d20 upon casting a leveled spell. The successive spell's level is deducted from the Discharge until it is depleted, which resets the Wild Magic Charge to 1. If the spell's level exceeds the remaining Discharge, add the remainder to the Charge level.

Chaotic Energy

At level 1, you have access to the Chaos Bolt spell without needing to learn it.

At level 3, you have access to Chaotic Metamagic. You can spend a sorcery point to roll a d10 on any spell that can deal energy damage. The result of the die is the new energy type.

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Necrotic
  7. Poison
  8. Psychic
  9. Radiant
  10. Thunder

Chaotic Manifestation

At level 6, you select a magic spell that's not part of the Sorcerer's spell list, and you can cast it as a Sorcerer spell (using your Charisma modifier if applicable). These spells do not count against your total amount of prepared spells. You cannot take a spell that you do not have a spell slot available for, and you cannot take a spell if it consumes a component unless you have acquired said component. After every long rest, you must select a new spell, and you cannot take the same spell on back-to-back long rests.

At level 11, you can select two spells. At level 16, you can have three spells prepared this way.

 

Harnessed Energy

At level 14, when you use a Wild Magic Discharge, you can cast your next leveled spell with a Metamagic component of your choice without using sorcery points. If you do so, your Discharge immediately ends and the spell you cast adds Charge equal to it's spell level + how many sorcery points the Metamagic would have cost.

Chaotic Energy

At level 18, when using Chaotic Metamagic, you can spend another sorcery point to roll two d10s. You can take either result as the energy type. Additionally, you deal extra damage depending on the combined d10 rolls.

If the two dice have the same result, a Chaos Bolt is cast at a target of your choice within 30 feet of the spell's target.

Chaotic Wild Magic Image

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