Level
Cantrip
Casting Time
1 No Action
Range/Area
Self
Components
None
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Comments