Vitae-Entangled Wild Magic
Your arcane power is the result of an unstable entanglement between a bound sorcerous soul, a wizard’s structured mind, and a warforged chassis regulated by Vitae.
Wild Magic Trigger Modification
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When you are not charged with Vitae, Wild Magic triggers on a 15–20.
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When you are charged with Vitae, Wild Magic triggers on an 18–20.
When Wild Magic triggers, roll 1d100 and consult the appropriate table below based on your current Vitae state.
UNCHARGED WILD MAGIC SURGE TABLE (1d100)
WILD MAGIC SURGE — UNCHARGED (Unstable Entanglement Table)
Trigger range: 15–20 when not charged with Vitae
This table is volatile. Some results are punishing. That is intentional.
You are a magical reactor running without coolant.
d100 Effects
01–05 — Arcane Collapse
You drop to 1 HP. If already at 1 HP, you gain one level of exhaustion instead.
06–10 — Mana Burn
You lose your highest available spell slot. If none remain, take force damage equal to twice your proficiency bonus.
11–15 — Spell Echo
The spell you just cast immediately recasts itself at the same target or location (DM’s discretion). You cannot control the second casting.
16–20 — Weave Backlash
You are restrained by crackling arcane filaments until the end of your next turn.
21–25 — Fractured Memory
You cannot cast spells of 1st level or higher until the end of your next turn. Cantrips only.
26–30 — Arcane Reflux
You regain one expended spell slot, but immediately take psychic damage equal to the slot’s level × your proficiency bonus.
31–35 — Temporal Desync
Your movement speed becomes 0 until the end of your next turn, but you gain advantage on all saving throws during that time.
36–40 — Wild Discharge
A random creature within 30 ft (including you) takes force damage equal to your sorcerer level.
41–45 — System Reboot
You fall prone, drop anything you’re holding, and your AC is reduced by 2 until the start of your next turn.
46–50 — Arcane Stabilization (Neutral Good)
Nothing explodes. Instead, you gain advantage on the next spell attack roll or saving throw you force before the end of your next turn.
51–55 — Reality Tear
Until the end of your next turn, attacks against you have advantage—but you also have advantage on spell attacks.
56–60 — Overchannel
The spell you cast is treated as one slot level higher, but you take force damage equal to that spell’s new level.
61–65 — Soul Surge
You immediately regain sorcery points equal to your proficiency bonus.
66–70 — Arcane Whiplash
You are pushed 15 ft in a random direction and knocked prone.
71–75 — Spell Fragment
A random cantrip you know is cast as a bonus action at a random valid target.
76–80 — Wizard’s Mind Takes Over
Until the end of your next turn, you cannot use Metamagic—but your spell save DC increases by +1.
81–85 — Sorcerer’s Soul Breaks Free
You may immediately reroll the triggering spell’s attack roll or force one target to reroll a successful saving throw.
86–90 — Arcane Windfall
You regain one expended spell slot of 2nd level or lower.
91–95 — Paradox Pulse
You can immediately take an additional reaction before the start of your next turn.
96–100 — Impossible Harmony
For one round, your magic is perfectly aligned.
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You gain advantage on all spell attacks
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Enemies have disadvantage on saves against your spells
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You take no damage from your own Wild Magic effects during this round
CHARGED WILD MAGIC SURGE TABLE (1d100)
WILD MAGIC SURGE — CHARGED (Vitae-Regulated Table)
Trigger range: 18–20 when charged with Vitae
90% beneficial, 10% mildly negative
Vitae doesn’t remove chaos. It teaches it to behave.
d100 Effects
01–05 — Vitae Feedback (Mild Bad)
You take necrotic damage equal to your proficiency bonus.
06–10 — Power Bleed (Mild Bad)
You cannot regain sorcery points until the start of your next turn.
11–15 — Magical Overfocus (Mild Bad)
Your movement speed is reduced by 10 ft until the end of your next turn.
16–20 — Clean Channel
No additional effect. The surge dissipates harmlessly.
21–25 — Spell Recycling
You regain one expended 1st-level spell slot.
26–30 — Vitae Reinforcement
Gain temporary HP equal to your sorcerer level + proficiency bonus.
31–35 — Arcane Precision
Your next spell attack roll has advantage and ignores half cover.
36–40 — Stabilized Metamagic
Your next Metamagic option costs 1 fewer sorcery point (minimum 0).
41–45 — Efficient Casting
The triggering spell does not consume its spell slot.
46–50 — Weave Smoothing
Your spell save DC increases by +1 until the end of your next turn.
51–55 — Temporal Clarity
You may immediately reposition up to 15 ft without provoking opportunity attacks.
56–60 — Reactive Shielding
Gain +2 AC until the start of your next turn.
61–65 — Vitae Recharge
You regain sorcery points equal to half your proficiency bonus (rounded up).
66–70 — Spell Duplication (Controlled)
Choose one creature affected by the spell. One additional creature within 10 ft of it is also affected.
71–75 — Arcane Recall
You may immediately swap one prepared wizard spell for another in your spellbook (if applicable).
76–80 — Harmonized Casting
The spell gains one minor rider effect (DM-approved): faint light, spectral runes, controlled knockback, etc.—purely beneficial flavor with a small mechanical perk.
81–85 — Vitae Overclock
The spell is cast as though using a spell slot one level higher, with no drawback.
86–90 — Perfect Flow
You gain advantage on all Constitution saving throws until the end of your next turn.
91–95 — Surge Suppression
The next time Wild Magic would trigger before your next long rest, it does not.
96–100 — Apotheosis Glimpse
For one round:
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Your spells cannot trigger Wild Magic
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You regain one expended spell slot of your choice (up to 3rd level)
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Your chassis emits a visible Vitae glow, unmistakably unnatural
Vitae State Determination
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Your Vitae state is determined by whether you have the Vitae Regulator magic item in a charged or depleted state.
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Switching between charged and depleted states requires DM approval and reflects in-world Vitae consumption or replenishment.
This feat replaces the standard Wild Magic Surge table for your character only.







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