Sorcerer
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 1st level, your spell-casting 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 20, 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.

  • On a 1-10- Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
  • On a 11-20- You lose concentration on any spells you are concentrating on, and an anti-magic field surrounds you for the next minute.
  • On a 21-25- For the next minute, you can see any invisible creature if you have line of sight to it.
  • On a 26-35- Caster and target switch positions after spell.
  • On a 36-40- A flaming horse appears (Not Nightmare, Real Horse).
  • On a 41-45- You become affected as if you just drank a philter of love.
  • On a 46-50- Your size decreases by one size category for the next minute.
  • On a 51-60- You cast fireball as a 3rd-level spell centered on yourself.
  • On a 61-70- You cast magic missile as a 5th-level spell.
  • On a 71-75- Caster breathes 30’ fire cone next time they speak.
  • On a 76-80- Caster smells like lavender for 1d6 days.
  • On a 81-85- A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.
  • On a 86-90-You gain 2d10 temporary hit points.
  • On a 91-93- If you die in next minute, come back per reincarnate.
  • On a 94-95- You can take one additional action immediately.
  • On a 96-97- Every spell you cast next turn is put under the effect of twinned spell.
  • On a 98-99- Regain all expended Sorcery Points.
  • On a 100- 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.

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.

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 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.

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.

Flumlock's Wild Magic Sorcerer Image

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