This is more a thought exercise than something I'm seriously planning on trying to use anywhere but thought I'd try to get some opinions anyway. Some friends don't like the wild surge table and it's possibility of severely hampering the party and were saying how much better they like the barbarians wild magic implementation. And so... a subclass variant concept.
Instead of rolling to see if something happens, every time you cast a spell using a spell slot you surge for 1 minute or until you get a new surge effect. Roll a d10 and consult the following table.
1- Sorcerous Surge: All metamagic costs are reduced by 1. 2- Arcane Warding: If the spell that triggered this surge dealt damage, gain resistance to that damage type(s). If it did not, gain resistance to damage from non magic weapons. 3- Lingering Magic: You cannot be forced to lose concentration. 4- Piercing Insight: You can see through illusion effects. 5- Chaotic Bounce: When you damage an enemy with a spell you can deal CHA damage to another enemy within 30 feet of the target. This effect can only happen once per spell. 6- Elemental Overflow: All damage you deal while this surge is active is the type of the triggering spell, or force if the triggering spell had no type. If the spell could deal multiple damage types choose one. 7- Bolster: Whenever you cast a spell gain temporary HP equal to your proficiency bonus plus the spell level. 8- Flicker: Whenever you cast a spell teleport a number of feet equal to five time CHA plus the spell level. 9- Restoration: When you cast a spell regain SP equal to it's level, up to a maximum of your proficiency bonus. 10- Purging Force: As a reaction you may add CHA to a saving throw
Tides of chaos gets a minor change that allows you to end your surge early to recharge it since it's original method of recharging no longer applies.
Per friends suggestion controlled chaos lets you pick your surge if you roll the same number on both dice.
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This is more a thought exercise than something I'm seriously planning on trying to use anywhere but thought I'd try to get some opinions anyway. Some friends don't like the wild surge table and it's possibility of severely hampering the party and were saying how much better they like the barbarians wild magic implementation. And so... a subclass variant concept.
Instead of rolling to see if something happens, every time you cast a spell using a spell slot you surge for 1 minute or until you get a new surge effect. Roll a d10 and consult the following table.
1- Sorcerous Surge: All metamagic costs are reduced by 1.
2- Arcane Warding: If the spell that triggered this surge dealt damage, gain resistance to that damage type(s). If it did not, gain resistance to damage from non magic weapons.
3- Lingering Magic: You cannot be forced to lose concentration.
4- Piercing Insight: You can see through illusion effects.
5- Chaotic Bounce: When you damage an enemy with a spell you can deal CHA damage to another enemy within 30 feet of the target. This effect can only happen once per spell.
6- Elemental Overflow: All damage you deal while this surge is active is the type of the triggering spell, or force if the triggering spell had no type. If the spell could deal multiple damage types choose one.
7- Bolster: Whenever you cast a spell gain temporary HP equal to your proficiency bonus plus the spell level.
8- Flicker: Whenever you cast a spell teleport a number of feet equal to five time CHA plus the spell level.
9- Restoration: When you cast a spell regain SP equal to it's level, up to a maximum of your proficiency bonus.
10- Purging Force: As a reaction you may add CHA to a saving throw
Tides of chaos gets a minor change that allows you to end your surge early to recharge it since it's original method of recharging no longer applies.
Per friends suggestion controlled chaos lets you pick your surge if you roll the same number on both dice.