
You have manifested markings caused by an extremely powerful wild magic surge. Determine its appearance and the flaw associated with it. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
- You learn one Metamagic option of your choice from the sorcerer class.
- You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- Immediately after you cast a cantrip or a spell through your mark, you roll a d8. If you roll a 1, 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. (Additionally, if you are a path of Wild Magic Barbarian, you may cast the cantrip or spell while raging, however you always when doing so.)
You also develop a random flaw from the Wild Magic Mark Flaws table.
Wild Magic Mark Flaws
d8 | Flaw |
---|---|
1 | You trust others without a second thought. |
2 | Everyone is your friend, or a potential friend. |
3 | Anything worth doing is worth doing again and again. |
4 | A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
5 | You are stubborn. Let others change. |
6 | You have a mood swing any time you use your mark. |
7 | Punch first. Talk later. |
8 | You have horrific nightmares after you use your mark. |
OPTION: GREATER ABERRANT POWERS
At the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Previous Versions
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