Base Class: Sorcerer
Like all Sorcerous Origins, your innate magic is stepped in the major arcana of the tarot, intertwined through a twist of fate from a god, being of trickery or cruel fiend laid upon an ancestor of your family tree. Twisted with wild magic, the luck of the draw and the fate of the cards dictate and guide your actions, magic and mindset.
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
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported 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. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
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. |
|
37–38 |
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. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
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. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
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. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
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. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
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. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended sorcery points. |
Draw Fate
Starting at 1st level, you gain the ability to Draw Fate three times per day, imbuing your spell casting with an additional surge of wild magic. The fates deem the magic thus making what it may be, helpful or hurtful, fair and left to the cards. You can take a free action to draw one card of fate during combat from your shuffled deck. Once that card is pulled, it cannot be pulled again for the remainder of the day.
- The Fool - You cast Fog Cloud centered on yourself.
- The Magician - The caster is Polymorphed for the duration of the spell. They must roll 1d6 (1-2 sheep, 3-4 frog, 5-6 crow).
- The High Priestess - The caster is surrounded by faint, ethereal chanting in reverence to a randomly selected god or patron for the next minute, and can be heard from 30 feet away.
- The Empress - You gain resistance to all damage for the next minute.
- The Emperor - The target, selected at random, will listen to any command word given to it.
- The Hierophant - You regain your lowest level expended spell slot.
- The Lovers - The next creature the caster lays eyes upon becomes charmed by the caster.
- The Chariot - A creature that the caster chooses has their movement speed increased by 30 feet for 1 minute.
- Strength - The damage of the next damaging spell or attack is maximized on a creature the caster chooses.
- The Hermit - The caster can choose any willing creature to receive a hermitage of enlightenment allowing them to re-roll an attack or saving throw for the next 1 minute.
- Wheel of Fortune - The caster's or target's coin purse increases in quantity by 1d20x2 worth of gold.
- Justice - The next spell the caster casts that is damaging deals radiant damage instead of the original damage type.
- The Hanged Man - The caster or target of the draw is blinded and knocked prone.
- Death - The caster rolls 1d6, on a 2-6, a target they choose takes 3d8 necrotic damage. If they roll a 1, they take 3d8 necrotic damage.
- Temperance - A calming feeling emanates from the caster in a 60 foot radius for 1 minute, any within the radius becomes affected by the Calm Emotions spell.
- The Devil - The caster summons 1d4
Imps that can obey the caster and move on their own initiative. After one round, the caster must make a Charisma saving throw of DC 13 or higher, if they fail, the Imps begin to move on their own accord and will cause chaos, attacking most anything.
- The Tower - The caster gains a view into the future of the next minute, granting them advantage on their next ability check, saving throw or attack.
- The Star - The caster casts Magic Missile at 5th level, focused on one target of their choice.
- The Moon - The caster is adorned with the blessing of the moon, granting them advantage on their next Dexterity saving throw, or ability check (this boon lasts 8 hours or until used).
- The Sun - The caster enters into a rage, per barbarian rules, for 1 minute.
- Judgement - The caster must roll on the Wild Magic Surge table.
- The World - Magical Darkness surrounds the area in a 60 foot radius, anything within it cannot see even with Darkvision, but anything dead within the Darkness becomes zombified.
Forced Hand
Starting at 6th level, you have the ability to stack your deck using your innate 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.
Controlled Fate
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. Additionally, you can draw a tarot card once per day if the first draw is not satisfactory, enabling you to choose either of the cards.
The Cards Align
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. Additionally, you can choose to pull a card from your deck as a free action, and it doesn't count toward your total number of daily pulls, you can choose to add that card's effect to the attack. You can use the feature only once per turn, however, you can only add a card once per day.
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