Prerequisite: Wild magic sorcerer
Your magic only goes wild if you roll a 1 on your dice of whether or not your magic goes wild.
The first spell you cast, you roll a d10 to see if it goes wild.
If it doesn't, next spell you roll a d8.
After that would be a d6.
Then a d4
Then flip a coin (you decide what side makes it go wild) [if you don't have a coin, use a d4 and make 1 and 2 both go wild]
Then it just goes wild.
Every time it goes wild, it then bumps back into a d10 on whether or not it goes wild next time.
The dice you're on is maintained throughout rests.
Previous Versions
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4/10/2023 2:33:44 PM
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2
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1
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5e
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Coming Soon
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