Base Class: Sorcerer
Quick Look
- Subclass rework;
- New Wild Magic Surge table. 100 total effects;
- Good/Bad effects ratio: 10 flavor, 25 bad, 30 neutral and 35 good;
- Most wild effects are sorcerer spells;
- Wild spells scale with level;
- Options to control the wild magic;
- New wild metamagic;
- Gamble with the chaos for more power.
Why the rework?
Wild magic is a subclass that you may never benefit from. Too much of it is in the DM's hands and there is little pay-off for the player. Depending on the table, you might never use any of the features in a session or you might use it non stop.
Another problem is that too much of the subclass relies on the Wild Magic Table and there is little benefit apart from that. The overall kit doesn't feel like you tap into your wild nature or that you get any benefit out of it.
One last issue is that the Wild effect might be too strong for your current level and might outright kill you, or they might become irrelevant on the later stages of a campaign.
What's the approach?
With this rework I made the Wild Surge Effects juicier and made them feel like they come from a sorcerer. The majority of effects are spells from the sorcerer spell list and they have a wild and emotional spin to them. Most of the original effects have been scrapped and there are now a total of 100 effects! It is unlikely that you will see the same effect on a regular basis.
The wild spells scale with your level and are relevant on all character levels. You have more control over the triggering chances of the wild magic and can choose to gamble for more power or play it safe. Because of level scaling and the extra tools you can use, even bad effects can work in your favor.
The wild sorcerer is not a nuker. He should be an adaptable spellcaster that can bring a lot of surprises to the table, but is still effective in combat. His wild magic empowers his spells and can trade control for more power. He can manipulate the situation in his favor.
Major changes
The chances and power of the wild spells are proportionate to the level of the spell that triggered them. Spells are upcast or downcast to match the spell level that caused the surge. A wild Fireball caused by a cantrip will deal 5d6 damage.
You have advantage against area of effect wild spells, like Fireball. Even so, a level 0 Fireball will most likely kill a level 1 character, even if he wins the save. To avoid this, you can use your (Heroic) Inspiration to reroll the effect and hope for something less murderous.
You can increase or decrease the chances of wild surges by using a bonus action. Increasing the chances will boost the power of your next spell, by increasing the DC and Hit.
Wild Surge can trigger from cantrips or other sources than yourself, even enemies!
Most of the wild effects are good. You get to choose the targets or they directly buff you. A hefty amount are neutral, which means that the results are good, but they come with a side effect. Some of them are bad, but you can still work around them (or pass them to your enemies!). And a few of them are just flavor, which have no direct impact in a combat situation.
The effects have a small flavor text to help with roleplay. They give the impression that the wild spells are emotionally driven, like a sorcerer's spellcasting should be.
You gain access to a new metamagic and to a new feature that can randomly trigger a metamagic. The Bursting Spells metamagic will let you fire 3 consecutive cantrips, but with slightly different effects.
At higher levels you can delay the effect of a Wild Magic Surge or even cause it to happen to someone else, countering the casting of a spell in the process.
At maximum level, you do not get a flat increase to your damage. Instead you get sorcery points from triggering a Wild Magic Surge.
Final Thoughts
These changes have been made to give the wild sorcerers more weight in the party and to help them create memorable moments that all will enjoy... eventually.
I hope that you enjoy this new play-style and that you have the courage to tap into that chaotic power. We enjoy it at our tables.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher roll a d20 Surge Check die. If you roll a number equal or lower to the spell level, 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. Spells are cast at the level of the triggered spell. They can be upcast or downcast to match the triggering spell's level. A cantrip is a level 0 spell. Summoned creatures can also be replaced so their CR is appropriate to the character's level.
If the spell has a duration, it will only last up to one minute. If the spell has an area of effect that requires a saving throw, you have advantage on that save. You have advantage against Fireball, but you do not have advantage against Polymorph.
After a Wild Magic Surge effect has triggered, no other Surge checks can be made for the rest of the round.
Wild Magic Surge Table:
|
Wild Magic Surge |
|||
|
d100 |
Effect |
d100 |
Effect |
|
1 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
51 |
You wish the best for everybody and cast Enhance Ability on the closest creatures you can see within 60 feet, yourself included. The effect is chosen at random for each creature. |
|
2 |
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. |
52 |
You think about the cycle of life and death and cast Wither and Bloom centered on yourself. The effect is chosen at random for each creature in the area. |
|
3 |
Your hands become greasy and it is very difficult to hold anything. For the next minute, you must make a Sleight of Hand check every time you use an item against a DC of 8 + your Surge Check level. On a fail, you drop the item. |
53 |
Fire seems dazzling all of a sudden. You cast Pyrotechnics on the nearest flames, up to your Surge Check level. The effect is chosen at random. |
|
4 |
All of your available spell slots of the highest level, up to level 5, are turned into sorcery points. |
54 |
You cast Vampiric Touch on yourself. If last turn you have not used this attack on a creature, do a charisma save. If you fail, Dash as a bonus action and use the spell's attack on the closest creature. You can use your remaining movement after the attack. |
|
5 |
For the next minute, for each spell that you cast that is not enhanced by metamagic, you get an exhaustion counter. |
55 |
Any time is a good time to nap. You cast Catnap on yourself and on two other creatures you chose within range. Every target of the spell must make a wisdom saving throw or fall asleep. |
|
6 |
For the next minute any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
56 |
You let one out... and cast Stinking Cloud centered on yourself. |
|
7 |
You cast Seeming at every creature within 30 feet. They all look like a loved person of yours. You have disadvantage on attacks and skill checks against them, if the illusion still holds. |
57 |
You get terribly distracted by some random thing around you and cast Hypnotic Pattern centered on yourself. |
|
8 |
You wish for an easier life and cast Polymorph on yourself. If you fail the saving throw, you turn into a random farm animal for the spell's duration. |
58 |
Curiosity gets the better of you sometimes. You cast Clairvoyance. Seeing or hearing in the chosen area is much more vivid and louder than the area around you. You have disadvantage on perception checks in the area around you. |
|
9 |
Paranoia takes hold of you. You cast Enemies Abound on yourself. |
59 |
You have no patience for sitting around. You cast Ashardalon's Stride. If you do not use all your movement points in a turn, you also get damaged from the effect. |
|
10 |
You feel insecure, like the earth beneath your feet is shaking. You cast Erupting Earth centered on yourself. |
60 |
You cast Major Image. The illusion takes the form of a friend that was not currently in your area of sight. The illusion acts as the known person and tries to help you. You do not discern that it's an illusion until you pass an intelligence check. |
|
11 |
You remember how hard it is to sleep at night when there is too much light. You cast Sickening Radiance centered on yourself. |
61 |
When you open your mouth for the first time within the next minute, you emit a loud "Baaah!". You cast Polymorph on every creature that can hear within 60 feet of you. If they fail the wisdom saving throw, they turn into sheep for one minute. Affected creatures can roll the save again at the end of their turns to end the effect. |
|
12 |
You turn red and feel terribly hot. You cast Fireball centered on yourself. |
62 |
Everything starts spinning. You cast Confusion centered on yourself. |
|
13 |
You talk like a very old person and tend to move like one too. You cast Slow on yourself and the closest creatures within range. |
63 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
14 |
You are attracted by a valuable item in your sight, but out of your reach. You cast Incite Greed on yourself. |
64 |
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. |
|
15 |
You feel like the earth is trying to swallow you whole. You cast Maximillian's Earthen Grasp on yourself. The hand acts on its own, with its own initiative, and tries to grab the closest creature. |
65 |
For the next minute, you must shout when you speak. Your spells are empowered by the Distant spell metamagic and cannot benefit from any other metamagic for the duration. |
|
16 |
The fear of your enemies manifests in your mind. You cast Phantasmal Force on yourself. |
66 |
You have an air of superiority. For the next minute all your spells benefit from the Heightened Spell metamagic. They cannot benefit from any other metamagic for the duration. |
|
17 |
You consecutively cast Vortex Warp on the closest creatures within range. The number of creatures you target is equal to your Surge Check level. Any creature that fails its constitution save swaps position with you. |
67 |
A surge of power rushes over you. For the next minute all your spells benefit from the Empowered Spell metamagic. They cannot benefit from any other metamagic for the duration. |
|
18 |
You release a scream with your bottled up emotions and cast Shatter centered on yourself. |
68 |
Magic! MORE magic! For the next minute all your spells benefit from the Quickened Spell metamagic. They cannot benefit from any other metamagic for the duration. |
|
19 |
You cast Flaming Sphere on an empty space within 10 feet of you. The sphere has a separate initiative. It will follow you in a straight line and ram into you, if it can. |
69 |
A good creature (unicorn) controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
20 |
You cast Dust Devil on an empty space within 5 feet of you. The dust devil has a separate initiative and tries to follow you on the same path that you took. |
70 |
A flame that you just can't get rid of appears in your palm. You can cast Produce Flame as a bonus action every turn. |
|
21 |
You start dozing off. You cast Sleep centered on yourself. |
71 |
A spectral shield hovers near you for the next minute. You cast Shield on yourself. The shield breaks after you get hit. |
|
22 |
Your foot starts fidgeting. You cast Create Bonfire on your position. |
72 |
A wave of motivation swoops over you. You cast False Life. |
|
23 |
Everything starts itching. You cast Infestation on yourself. |
73 |
Sparks fly from your fingers. For each dart you fire one of your fingers gets swollen. You cast Magic Missile. |
|
24 |
You feel an unnatural attraction to people. For the next minute, if you move within 15 feet of a creature, you cast Lightning Lure on it with reversed effect (you take damage and are pulled towards it). After casting the spell once, the effect ends. |
74 |
You put your foot down this time! You cast Earth Tremor at the end of your turn. |
|
25 |
Those brutes with weapons scare you. For the next minute, you cast Booming Blade on any creature doing a melee attack against you. |
75 |
Sometimes you just need a friend. You cast Silent Image. The image is a copy of yourself. As an action you can swap positions with your illusion. |
|
26 |
An evil creature (imp) controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
76 |
Chaotic energy builds up in your hand. You cast Chaos Bolt. |
|
27 |
You cast Mage Hand. The hand has a separate initiative and does things that you ardently would have liked to do, but have repressed. |
77 |
You just want to take it all in. You cast Absorb Elements. The spell lasts for one minute or until you receive magic damage. |
|
28 |
If they only knew... You cast Message on every creature within 30 feet of you and tell them one of your secrets. |
78 |
You want to create a bond with someone. You cast Witch Bolt. |
|
29 |
Your skin turns a vibrant shade of blue for the next minute. |
79 |
A weight on your shoulder has lifted. You cast Levitate on yourself. |
|
30 |
When you speak, during the next minute, bubbles come out of your mouth. When the bubbles burst the intended sounds come out. |
80 |
An eye appears on your forehead. You cast See Invisibility. |
|
31 |
Your hair falls out but grows back within 24 hours. |
81 |
Something starts gathering in your mouth... You cast Dragon's Breath on yourself. The damage type is chosen at random. |
|
32 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
82 |
The only person that understands you is yourself. You cast Mirror Image. |
|
33 |
Illusionary goats, that last for one minute, appear around you and follow you. They scream. |
83 |
You grow short hairs on your limbs and you have a craving for bugs. You cast Spider Climb on yourself. |
|
34 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you. |
84 |
The sweat on your body rapidly evaporates. You cast Misty Step. |
|
35 |
You are surrounded by faint, ethereal music for the next minute. |
85 |
Your body becomes hazy. You cast Blur. |
|
36 |
Your eyes open widely and you don't need to blink for the next minute. You have advantage on perception checks that rely on sight. |
86 |
Sometimes you just want to vanish from the world... You cast Blink. |
|
37 |
All dice you would throw for the next minute are replaced by their average value |
87 |
You wonder what other people think of you. You cast Detect Thoughts. |
|
38 |
You cast Sword Burst. The swords remain around you for 1 minute and they strike again at the start of your turns. If you have moved for more than 20 feet your last turn, you are also hit by the attack. |
88 |
Your index finger goes red and hot from all the pointing. You cast Scorching Ray. |
|
39 |
You feel talkative today. You cast Friends on the next creature you speak with. |
89 |
If thoughts could kill, people would know to stay away from you. You cast Mind Spike. |
|
40 |
You feel inspired and are struck with great ideas. You cast Dancing Lights. The lights follow you around. |
90 |
Gas starts gathering in your stomach and let out a burp. You cast Gaseous Form on yourself. You can end this spell at will. |
|
41 |
You sneeze and cast Grease centered on yourself. |
91 |
Your recent actions make you feel embarrassed. You cast Invisibility on yourself. |
|
42 |
You can't do things with half measure. You cast Expeditious Retreat. You must take the Dash action each turn. If you move, you must move at least 30 feet in a turn, if able. |
92 |
You cast Daylight on yourself. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
43 |
Your thoughts start clouding your head. You cast Fog Cloud centered on yourself. |
93 |
Dark thoughts scream from the corners of your mind. You cast Fear at the end of your turn. |
|
44 |
You cast Catapult on an object you are holding that does not weigh more than 5 pounds. If nothing was thrown this way, the first object you touch that meets the conditions, within the next minute, has the spell cast on it. |
94 |
People just can't keep up with you. You cast Haste on yourself. |
|
45 |
Small things make you happy and you have a spring in your step. You cast Jump on yourself. You jump instead of walking for the duration. |
95 |
Spectral wings appear on your back. They tickle you terribly. You cast Fly on yourself. |
|
46 |
You cast Comprehend Languages. Every sentence that you say is in another language from the known languages of creatures within 60 feet. |
96 |
People's criticism can't get to you. You cast Stoneskin on yourself. |
|
47 |
It all seems like a dream. You cast Enlarge/Reduce on yourself. The effect is chosen at random. |
97 |
There are too many eyes on you. You wish them away. You cast Greater Invisibility on yourself. |
|
48 |
A piece of yarn is stuck between your teeth. You pull it out and cast Web centered on yourself. |
98 |
Sometimes you just want people to go away! You cast Banishment. |
|
49 |
The world seems bleak and you only see the bad things. You cast Darkness centered on yourself. |
99 |
If we only had second chances... If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
|
50 |
You feel an urge to do the thing you have been postponing for a while. You cast Suggestion on yourself. |
100 |
You regain all expended sorcery points. |
Chaos Breath
Starting at the 1st level, you can try to restrain or release the chaos magic inside of you. Releasing it will give you a temporary boost in power, but it will make it more unstable. Restraining it will prevent it from running lose, but might leave you exhausted.
Release the Chaos: As a bonus action, increase the Surge Check level by 1, changing the Surge Check die from a d20 to a d12. The next spell that you cast has an increased chance of succeeding. Add the Surge Check level to the DC of this spell and add the Surge Check die to the attack roll, if the spell requires one. Rolling the Surge Check die on this attack can also cause a Wild Surge.
As long as the Surge Check level is above 0, cantrips also trigger a Surge Check.
At higher levels, you can further increase the Surge Check level, increasing the chances of wild surges triggering:
|
Die level |
Surge Check die |
Sorcerer Level |
Triggers |
|
1 |
d20 |
1 |
Spells of the first level or higher |
|
2 |
d12 |
1 |
Cantrips |
|
3 |
d10 |
3 |
Allied spells |
|
4 |
d8 |
6 |
Allied cantrips |
|
5 |
d6 |
9 |
Enemy spells and cantrips |
|
6 |
d4 |
12 |
Magic item activations |
Wild Spells
At 6th level, you can alter your spells by tapping into your wild nature. Once you use this feature increase the Surge Check level, if possible. The next spells that you cast are empowered by a random metamagic. Roll on the Wild Spells table, when activating this feature and at the beginning of your turns for the next minute. Any spell you cast in that turn will be affected by one of the metamagic listed bellow. You cannot use any other metamagic while this feature is active. The effect ends early if you have cast a number of spells empowered by metamagic, from this feature, equal to your charisma modifier. Spells cast that do not meet the requirements for the curent metamagic will not be counted. You regain the use of this feature on a long rest or if you spend a Hit die for it on a short rest.
Wild Spells
|
d12 |
Metamagic |
Description |
|
1 |
Careful Spell |
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. |
|
2 |
Distant Spell |
When you cast a spell that has a range of 5 feet or greater, double the range of the spell. When you cast a spell that has a range of touch, make the range of the spell 30 feet. |
|
3 |
Empowered Spell |
When you roll damage for a spell, reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. |
|
4 |
Extended Spell |
When you cast a spell that has a duration of 1 round or longer, extend its duration by one level. (1 round < 3 rounds < 1 minute < 10 minutes < 1 hour < 8 hours < 24 hours) |
|
5 |
Heightened Spell |
When you cast a spell that forces a creature to make a saving throw to resist its effects, give one target of the spell disadvantage on its first saving throw made against the spell. |
|
6 |
Quickened Spell |
When you cast a spell that has a casting time of 1 action, change the casting time to 1 bonus action for this casting. |
|
7 |
Seeking Spell |
If you make an attack roll for a spell and miss, reroll the d20, and you must use the new roll. |
|
8 |
Guided Spell |
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. It also reduces the effectiveness of full cover as though it would only be three-quarters cover. |
|
9 |
Subtle Spell |
When you cast a spell you do not need any components (V, S, M) and creatures around you don't notice you casting the spell, unless actively looking and passing a Perception check against your spell DC. |
|
10 |
Transmuted Spell |
When you cast a spell that deals a type of damage from the following list, change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. |
|
11 |
Twinned Spell |
When you cast a spell that targets only one creature and doesn't have a range of self, target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. |
|
12 |
Bursting Spell |
When you cast a sorcerer cantrip that targets only one creature, including yourself, you can spend 2 sorcery points and a bonus action to cast the same cantrip 2 more times, in quick succession, with slightly altered effects. The following casts will target the two closest creatures within 15 feet of the target. If there are no other creatures within this range, the spell will target the initial creature again. If the spell deals a type of damage from the following list, change the damage type to a random one of the listed types: acid, cold, fire, lightning, poison, thunder. If the spell has a duration of 1 round or longer, randomly increase or decrease the duration by one level: 1 round < 3 rounds < 1 minute < 10 minutes < 1 hour < 8 hours < 24 hours. Casting the spell on the same target will reset the effects duration to the last instance cast. You can not use your reaction until your next turn, after using this effect. |
Additionally, you also gain access to a new metamagic:
• Bursting Spell. When you cast a sorcerer cantrip that targets only one creature, including yourself, you can spend 2 sorcery points and a bonus action to cast the same cantrip 2 more times, in quick succession, with slightly altered effects. The following casts will target the two closest creatures within 15 feet of the target. If there are no other creatures within this range, the spell will target the initial creature again. If the spell deals a type of damage from the following list, change the damage type to a random one of the listed types: acid, cold, fire, lightning, poison, thunder. If the spell has a duration of 1 round or longer, randomly increase or decrease the duration by one level: 1 round < 3 rounds < 1 minute < 10 minutes < 1 hour < 8 hours < 24 hours. Casting the spell on the same target will reset the effects duration to the last instance cast. You can not use your reaction until your next turn, after using this effect.
Chaos Mastery
At level 14, you develop an intuition for your wild magic, feeling the imediate outcome, and you can fight to keep the chaos contained... for a while. If you fail a Surge Check, after you have seen the result of the Wild Magic Surge roll, you can try to delay the effect or release it on another target. Do a Constitution save against a DC of 8 + the Surge Check level. If you succeed, you delay the Wild Magic from taking effect until released or until a number of minutes equal to your charisma modifier have passed. If you fail, the Wild Magic takes effect and the Surge Check goes up 1 level. Keeping the wild magic effect contained requires concentration. Casting spells require you to do another Constitution save to keep concentration.
When delaying the Wild Magic Surge, you can do a ranged spell attack on a creature, as a bonus action, to transfer the target of the Wild Magic Surge effect. Failing the attack will not break concentration.
When delaying the Wild Magic Surge, you can disrupt a creature from casting a spell by infusing the spell with your wild magic. Make a charisma check against a DC of 10 + the spell’s level. On a success, the creature’s spell fails and the Wild Magic Surge effect that you have been delaying triggers instead with the caster as the source. Failing the check will not break concentration.
Power Surge
Beginning at 18th level, you learn to tap into the chaotic energy of your magic and feed on it. Whenever a Wild Magic Surge triggers within 60 feet of you, you regain 2 sorcery points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/29/2022 3:02:30 PM
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36
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Posted Jul 31, 2024Indeed.
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Posted Jul 21, 2024Yes.