Base Class: Sorcerer
This is a rework of the Wild Magic subclass for the Sorcerer. The main changes include a rework to the Wild Magic Surge table.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, you have unleashed your wild magic and need to roll 2d20. The first d20 determines which column to roll in. The second d20 determines the refinement of the effect. A 1-5 is Bad, 6-15 is Neutral, 16-20 is Good. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't required concentration in this case; the spell lasts for its full duration.
Wild Magic Surge
d20 | Bad (1-5) | Neutral (6-15) | Good (16-20) |
---|---|---|---|
1 | If the spell is cast using a spell slot higher than its minimum level, all spell slots of that level are lost. | For the next minute, you are unable to speak. | You cast Magic Missile as a 5th-level spell. None of the darts can hit the same target. |
2 | You gain one level of exhaustion. | You cast Polymorph on yourself, turning into a random creature. | You gain 10 temporary hit points. |
3 | You are unable to phasewalk for the next day. | 2d4 sheep appear within 20 feet of you. | You gain resistance to all damage for the next minute. |
4 | You swap places with the last hostile creature you attacked, if they are still alive. | You are unable to remember who you are for 4d4 hours. | The nearest friendly creature, not including yourself, automatically hits on their next attack. |
5 | For the next minute, magical darkness fills the area within 10 feet of you. | All creatures within 60 feet of you drop anything they are holding in their hands. | All friendly creatures within 30 feet gain 4 temporary hit points. |
6 | You become soaked in a viscous substance that hardens if not washed off within the next day. | Your voice becomes high pitched for the next hour. | If you have any conditions, you may remove one of them. |
7 | For the next minute, or until you escape (DC 15 Charisma), you phasewalk. | You safely teleport 10 feet in any direction of the DMs choice. | You can take a second action on your next turn. |
8 | Your speed is halved for the next minute, as if it is difficult terrain. | You believe anything that anyone tells you for the next day. | You recover all spell slots that are level 1d8 or lower. |
9 | You are vulnerable to all damage for the next minute. | You increase your size by one for the next day. | Your proficiency bonus is doubled for the next 10 minutes. |
10 | For the next minute, enemies have advantage on attacks against you. | All friendly creatures receive the effects of a short rest. | On your next turn, a spell that normally consumes a spell slot does not do so. |
11 | For the next minute, your proficiency bonus is ineffective. | You swap places with the nearest friendly creature. | Your speed is doubled for the next minute. |
12 | You get knocked prone at the start of your next 1d4 turns. | You cast Mirror Image. | You cast Synaptic Static. |
13 | You are frightened by the nearest creature until the end of your next turn. | For the next minute, you only understand languages you do not normally speak. | All friendly creatures within 10 feet have advantage on the next saving throw/ability check/attack roll they make. |
14 | You cast Grease centered on yourself. | All hair on your body immediately falls off, but grows back in the next day. | All friendly creatures within 20 feet of you, including you, heal 2d8 health. |
15 | You are vulnerable to all damage for the next minute. | You can tell if someone is lying for the next day. | The next time you roll a 1, you can reroll it. |
16 | Roll on this table twice, ignoring this result. | You cast Disguise Self on yourself. | All friendly creatures receive the effects of a long rest. |
17 | You cast Sleep centered on yourself. | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. | You are able to control your phasewalk effectively for the next five minutes. Shifting takes 10 feet of movement, and 5 feet of movement in the Phase realm equals 10 feet in the Material plane. |
18 | You turn into a potted plant until the start of your next turn. You are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your form reverts. | All creatures within 20 feet of you turn invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | Maximize the damage of the next damaging spell you cast within the next minute. |
19 | You can be tracked with ease for the next day. | You cast fly on a random creature within 60 feet of you. | You have a +2 bonus to AC and immunity to bludgeoning/piercing/slashing damage for the next minute. |
20 | You can choose any effect from the Neutral column of this table. | Half the amount of your current gold is added to your purse. | For the next day, you have mastered your phasewalking abilities. As a bonus action, you can teleport up to 15 feet more than your walking speed. |
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, such as 1d4 turns after gaining advantage, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck
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.
Improved Refinement
At 14th level, the refinement of rolls on the Wild Magic Surge table improves. A roll from 1-2 is Bad, 3-12 is Neutral, and 13-20 is Good.
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, roll it again and add that roll to the damage. You can use the feature only once per turn.
Additionally, after each long rest, roll on the damage type table below. When you cast a spell at 1st level or higher, roll an additional damage die, using the damage type from below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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11/15/2021 10:03:14 PM
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11/15/2021 11:23:58 PM
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11/15/2021 11:26:27 PM
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11/15/2021 11:38:55 PM
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11/16/2021 5:19:51 PM
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2/4/2022 10:16:14 PM
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1.4
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2/16/2022 1:18:35 AM
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