Sorcerer
Base Class: Sorcerer

Most mages who play with the chaotic wild magics are happy with their basic mastery of it. Others just want to rip apart the weave of magic and see what happens. HOLD MY BEER AND WELCOME TO JACKASS!

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher you roll a d20 and beat a DC 2. If you succeed the DC increases by 1 per level of spell slot used. If you fail, roll on the Wild Magic Surge table to create a random magical effect. The DC will also return to 2. Any time you spend a sorcery point increase the DC by 1 per sorcery point spent. When a "Surge Check" is failed, roll a D100 for the row and a D20 for the type of Wild Surge [Bad: 1-5, Neutral 6-15, Good 16-20] or whatever may be used for a different chart.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to force advantage or disadvantage on the next wild magic surge check or when rolling good/neutral/bad on the Wild Magic Surge table within 30ft of yourself. This costs 1 sorcery point.

Twist Magic

Starting at 6th level, you have the ability to twist the magic of others using your wild magic. Whenever magic (DM discretion) is activated within 30ft of you as a reaction you can force them to make a wild magic surge save using your current save DC. Their failure will reset your DC and their success will increase your DC as if you activated the magic yourself.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, re-roll it and use that roll instead even if it's worse. If the new roll is also max, continue re-rolling the non max die till you no longer roll max or run out of dice. Use this new total as your damage. You can use the feature only once per turn. For every re-roll increase the DC of your Wild Magic Surge by 1.

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