Base Class: Sorcerer
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Magic Surge
Starting when you choose this origin at 1 level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1 level or higher, roll a d10, if the result is lower or equal than half the spell’s base level (rounded up), roll on the Wild Magic Surge table to create a magical random effect.
Wild Spells
You learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Wild Spells table
1) Chaos bolt, Tasha's Hideous Laughter
3) Mirror image, Enhance Ability
5) Blink, Hypnotic Pattern
7th) Confusion, Summon elemental*
9th) Creation, Far Step
*The elemental you summon is a random one. Roll 1d4: 1: Fire 2: Water 3: Earth 4: Air
Bend Luck
Starting at 6 level, you have learned how to manipulate the forces of chance and chaos to twist fate to your benefit. You have a number of uses of this ability equal to your proficiency bonus, you can spend a use in the following ways:
- You gain advantage on one attack roll, ability check, or saving throw (no action required).
- When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d6 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.
If you spend all your uses, you can still use this feature by spending 2 sorcery points.
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. If you get the same effect in both rolls, you can ignore the result and take any effect on the table instead.
Also, every time you finish a long rest, roll on the Wild Magic Surge table, you stock the effect. As an action, you can unleash this effect, and it is spent. If you don’t use the stocked effect, it is lost in the next long rest you want it or not, and you make the new roll as always.
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 a dice, roll it again and add that roll to the damage. You make this for every dice that rolls the highest number, including consequent rolls.
You can only use this feature once per turn.
Previous Versions
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