Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
V, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You pull from a deck of cards and exclaim, "Wild Card!", in doing so your wild magic surges through the deck of cards conjuring out one of the following effects:

Roll a d10 , the number rolled is what effect the wild card takes

1- you can sense creatures to a range of 15ft regardless of cover until the start of your next turn

2- you gain a hover speed equal to your movement for the next minute

3- choosing yourself and two other targets you cast firebolt on each of those creatures to a range of 60ft

4- a target within 60ft of you makes a con save or is deafened until the end of your next turn

5- you make take another action after this one

6- you and two other targets gain darkvision for the next 10 minutes

7- Luck of the draw, you choose which wild card you draw

8- you draw a blue card that deals 1d6 cold damage and flip a coin, on heads you regain 1 sorcery point

9- you draw a red card that deals 1d6 fire damage on hit to target creature and each creature within 5ft of it

10- you draw a gold card that deals 1d4 force damage, if that creature is CR 1 or lower it becomes stunned until the start of your next turn

Damage dealt with Wild Card increases at 5th level, 11th level, and 17th level

* - (Deck of cards)

Available For: Sorcerer (Legacy) - Wild Magic (Legacy)

Archeadus

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