Wild Magic Surge. Whenever the battler sorcerer casts a spell of 1st level or higher, roll a d20, the result is a 1, the battle sorcerer rolls on the wild magic surge table. At the start of each of the battle sorcerer's turns, roll a d20, if the result is a 20, roll a d6 the battle sorcerer regains a spell slot of; 1-2 1st, 3-4 2nd, 5-6 3rd; level.
Spellcasting. The battle sorcerer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The mage has the following sorcerer spells prepared:
Cantrips (at will): Blade Ward Fire Bolt, Frostbite, Mending, Mage Hand
1st level (4 slots): Chaos Bolt, Chromatic Orb. Mage Armor
2nd level (3 slots): Scorching Ray
3rd level (2 slots): Fireball, Lightning Bolt
Twinned Spell (2/day). The battle sorcerer casts a spell twice. If used on a spell of 3rd level, roll a d20, if the result is a 1, the battle sorcerer rolls on the wild magic surge table.
Quickened Spell (3/day). The battle sorcerer may cast any spell with a casting time of one action as a bonus action, if it does, it cannot cast any spells other than cantrips with a casting time of one action.
Transmuted Spell (4/day). When the battle sorcerer casts a spell that deals acid, cold, fire, lightning, poison, or thunder damage, the spell may instead deal another kind of damage from that list.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Description
Those born in the wildlands and gifted with magical abilities despite lacking any formal training often find themselves as valuable assets to nobles looking for battlefield artillery. They are very powerful, but lack much in the way of control, resulting in unpredictable wild magic surges.
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