Base Class: Sorcerer
Power has been handed to you by fate. You are naturally attuned to the forces of magic. This power comes at a price though, if you lose control. Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
Spell Bombardment
Beginning at 1st 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 a number of those dice, to a maximum equal your proficiency modifier, roll them again and add those rolls to the damage total.
Tides of Chaos
Starting at 6th level, you have the ability to twist fate using your wild magic. When a creature you can sense makes an attack roll, an ability check, or a saving throw, you can give Advantage or Disadvantage to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. You can use this feature a number of times equal to your Proficiency modifier, per Long Rest.
Whenever you use this feature, you increase the Wild Magic Surge DC by 1.
Wild Magic Surge
Each time you use the Tides of Chaos feature, you roll percentage dice. If the result is lower than the current Wild Magic Surge DC, an explosion of colourful magical forces erupts from you, in a sphere, like an earthbound aurora.
Each creature within the blast radius must make a Charisma saving throw equal to your Spell Save DC. Creatures that fail take d10 x your Sorcerer Level worth of damage, from the blast, or half as much for a success, reducing the damaging by 1d10 for every 5 ft away from you, until the magic dissipates.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you take a Long Rest, you reduce the Wild Magic Surge DC by 1.
Wild Magic Resiliance
Starting at 18th level, you have gained enough control over the forces of magic to protect yourself and those closest to you.
You no longer take damage from the Wild Magic Surge. Additionally, you can choose a number of creatures, that you can sense, equal to your Proficiency Modifier, that automatically take half damage or no damage on a successful saving throw.
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