Wild Magic Surge. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a D20. On a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Spellcasting. The sorcerer is a 4th-level spellcaster that uses Charisma as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The sorcerer knows the following spells from the sorcerer’s spell list:
Cantrips (at will): dancing lights, mage hand, shocking grasp
1st Level (4 slots): color spray, magic missile
2nd Level (3 slots): enlarge/reduce, shatter
Light Hammer. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) bludgeoning damage.
Comments