I was playing a wild magic sorcerer the other day and I thought, this wild magic thing doesn't happen that often, so I got to work and made my own adjustments to this class. I think that my adjustments make this class a lot more fun to play. the first thing that I adjusted was the number you needed to roll to get wild magic. Instead of it being 1, I decided to change it to the product of this equation, spell level*2. I feel like this is a well balanced equation because the only time it is pretty much guarantied to make you roll wild magic is if the spell is of higher level. The other thing that I want to change is something regarding the tides of chaos sub-class feature. The original definition is as follows, Once per long rest, you can gain advantage on one attack roll, ability check, or saving throw. Before you regain use of this feature, the DM can have you roll on the Wild Magic Surge table after you cast a 1st level or higher spell. You then regain the use of this feature. I was thinking about changing the required spell level to Cantrip instead of 1st level spells and up. This would also make you roll to see if you get the wild magic table when casting cantrips. I think that this idea is balanced but I will leave it to you guys. I would very much appreciate your vote on this matter. if this gets enough traction, I am hoping for the devs to see it and take it into consideration.
Public Mod Note
(GPyromania):
Moved to Homebrew & House Rules
There's nothing stopping you from using these rules in your own game, and having shared them others can do the same. Something doesn't need to be made official to be used in D&D, that's the beauty of the game and homebrew.
Yeah that's close to one of the house rules I've considered. Surge if d10 result < spell level. I'd still leave it under the DM's decision when to trigger this roll.
I was playing a wild magic sorcerer the other day and I thought, this wild magic thing doesn't happen that often, so I got to work and made my own adjustments to this class. I think that my adjustments make this class a lot more fun to play. the first thing that I adjusted was the number you needed to roll to get wild magic. Instead of it being 1, I decided to change it to the product of this equation, spell level*2. I feel like this is a well balanced equation because the only time it is pretty much guarantied to make you roll wild magic is if the spell is of higher level. The other thing that I want to change is something regarding the tides of chaos sub-class feature. The original definition is as follows, Once per long rest, you can gain advantage on one attack roll, ability check, or saving throw. Before you regain use of this feature, the DM can have you roll on the Wild Magic Surge table after you cast a 1st level or higher spell. You then regain the use of this feature. I was thinking about changing the required spell level to Cantrip instead of 1st level spells and up. This would also make you roll to see if you get the wild magic table when casting cantrips. I think that this idea is balanced but I will leave it to you guys. I would very much appreciate your vote on this matter. if this gets enough traction, I am hoping for the devs to see it and take it into consideration.
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There's nothing stopping you from using these rules in your own game, and having shared them others can do the same. Something doesn't need to be made official to be used in D&D, that's the beauty of the game and homebrew.
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Yeah that's close to one of the house rules I've considered. Surge if d10 result < spell level. I'd still leave it under the DM's decision when to trigger this roll.
ok, thanks for letting me know, im kinda new to all of this so I don't know everything but I try lol