Base Class: Sorcerer
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
This version of Wild Magic has been enhanced with Chaotic Spells and Sorcery, adapted from the Aberrant Mind Sorcerer, fitting the theme of wild, chaotic and unpredictable magic, as well as 4 new homebrew spells - Chaos Rift / Chaotic Bond / Prismatic Gift / Surge Protector - which are intended to be used with this subclass.
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, roll on the Wild Magic Surge table to create a magical effect. 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 require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
d100 |
Effect |
---|---|
01 |
You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. |
02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls |
03 |
All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. |
04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
05 |
You become affected as if you just drank a philter of love. |
06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
07 |
Your size decreases by one size category for the next minute. |
08 |
You cast fireball as a 3rd-level spell centered on yourself. |
09 |
You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave |
10 |
You cast magic missile as a 5th-level spell. |
11 |
Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. |
12 |
Roll a d10. Your heighten changes by the number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. This change lasts until the end of your next long rest. |
13 |
Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. |
14 |
You cast confusion centered on yourself. |
15 |
For the next 10 minutes, the only languages you know are Deep Speech, Primordial, and Sylvan. |
16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
17 |
Your body (none of your clothing or gear) teleports 10 feet in a random direction. |
18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19 |
You cast Tasha's hideous laughter on the nearest creature to you. If there is no other creature within range, you target yourself. |
20 |
You cast grease centered on yourself. |
21 |
A card from a deck of many things appears hovering in front of you expectantly, only visible and touchable by you. It disappears at the end of your next turn. |
22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23 |
If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour. |
24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
25 |
You gain a random form of short-term madness (see the DMG). |
26 |
An eye appears on your forehead for the next minute. During this time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27 |
You break your attunement with 1d3 of your magic items to which you are attuned. |
28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29 |
You cast haste on yourself. |
30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31 |
You cast silence centered on yourself. |
32 |
You are teleported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space, if that space is occupied. |
33 |
Your feet and hands disappear. You fall prone and drop everything you are carrying. You cannot stand up, hold, or manipulate objects until your appendages reappear at the start of your next turn. |
34 |
Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. |
35 |
You cast disguise self and appear as the nearest humanoid to you you can see. If you cannot see a humanoid, you appear as a naked, bald, androgynous humanoid with no facial features. |
36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. This change lasts until the end of your next long rest. |
37 |
An overexcited flock of colourful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. The flock disappears 1 minute later. |
38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
39 |
You see briefly into the future. Roll a d20. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. |
40 |
You regain 2d10 hit points. |
41 |
You become poisoned until you use your action to make a DC 12 Constitution check. On a success, you vomit and the effect ends. |
42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
43 |
You fall asleep and have extremely happy dreams for the next minute, until you take damage, or a creature uses its action to shake you awake. |
44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45 |
All the coins you have on your person fall to the ground at your feet. It takes an action to pick up 100 scattered coins. |
46 |
You cast levitate on yourself. |
47 |
Your cast blur. |
48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49 |
A sudden realization fills you with existential dread over the fact that you may not be real and your actions are controlled by another creature in a different plane of existence. You are stunned until the start of your next turn. |
50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
51 |
You feel lucky. You automatically succeed on the next saving throw you make, within the next minute. |
52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
53 |
You gain 2d10 temporary hit points. |
54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
55 |
You cast faerie fire centered on yourself. |
56 |
Your hair falls out but grows back within 24 hours. |
57 |
If you are in combat, you reroll your order in the initiative at the end of this round. |
58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
59 |
You lose your proficiency bonus for the next minute. |
60 |
You regain your lowest-level expended spell slot. |
61 |
Your pants fall down. Until you use a bonus action or action to raise them up again, your walking speed is reduced by 10 feet and you have disadvantage on Strength and Dexterity saving throws. |
62 |
For the next minute, you must shout when you speak. |
63 |
You immediately make an unarmed strike against a random creature within 5 feet of you. If there is no creature within range, you target yourself. |
64 |
You cast fog cloud centered on yourself. |
65 |
A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The pit magically disappears after 1 minute. |
66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67 |
You no longer need to breathe for the next 1d8 hours. |
68 |
You are frightened by the nearest creature until the end of your next turn. |
69 |
All the rations you are carrying turn to soap. |
70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
71 |
You cast fear in the direction you're facing. |
72 |
You gain resistance to all damage for the next minute. |
73 |
A simulacrum of yourself appears within 20 feet of you. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. It turns to snow 1 minute later. |
74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75 |
You become colourblind until your next long rest. |
76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
77 |
A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss. |
78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
79 |
You gain truesight out to a range of 60 feet for the next minute. |
80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81 |
You sprout tiny fair wings from your shoulders. You are under the effect of a [Tooltip Not Found] spell until they disappear, after 1d8 days. |
82 |
You can take one additional action immediately. |
83 |
Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. |
84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85 |
You become petrified for 1d10 rounds. |
86 |
You cast mirror image. |
87 |
A column 1d10 feet high and 5 feet in diameter rises beneath your feet. If it collides with the ceiling you must succeed on a DC 11 Dexterity saving throw or take 2d6 bludgeoning damage and be restrained. The column magically disappears after 1 minute. |
88 |
You cast fly on a random creature within 60 feet of you. |
89 |
A coil of 50 feet of hempen rope immediately appears and ties you up. You are restrained. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 Strength (Athletics) check. |
90 |
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. |
91 |
A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Open flames in the area are extinguished. |
92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
93 |
Your arms stretch. You gain a reach of 15 feet with them for the next minute. |
94 |
Your size increases by one size category for the next minute. |
95 |
Roll a d10. Your weight changes by a number of pounds equal to the roll. If the roll is odd, you lose weight. If the roll is even, you gain it. This change lasts until the end of your next long rest. |
96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97 |
You take 2d10 psychic damage. This damage can't reduce your hit points below 1. |
98 |
You are surrounded by faint, ethereal music for the next minute. |
99 |
You regain all expended sorcery points. |
100 |
You switch souls with a random creature within 30 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn, if the body is still alive. |
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, 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.
Chaotic Spells
1st-level Wild Magic 3.0 feature
You learn additional spells when you reach certain levels in this class, as shown on the Chaotic 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 enchantment or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Chaotic Spells
SORCERER LEVEL | SPELLS |
---|---|
1st | chaos bolt, surge protector |
3rd | prismatic gift, chaotic bond |
5th | chaos rift, hypnotic pattern |
7th | confusion, polymorph |
9th | animate objects, mislead |
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.
Chaotic Sorcery
6th-level Wild Magic 3.0 feature
When you cast any spell of 1st level or higher from your Chaotic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points and it has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
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, roll it again and add that roll to the damage. You can use the feature only once per turn.
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