Sorcerer
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.

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're roll beats your Spellcasting DC, 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.

Rolling on the Wild Magic Surge Table:

Roll a d20 and a d100 to determine the effect. If the d20 is a natural 1, both Moderate and Nuisance effect takes place and roll on the table again.

d20/d100 2-8/Moderate 9-20/Nuisance
1 For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. A puddle of grease appears where you are standing, with a 10-foot radius. You and anyone within 10 feet of you must make a Dexterity check at your spell save DC or fall prone.
2 You are confused for 1 minute, as though you were affected by the confusion spell. You levitate 6 inches off the ground for 1 minute.
3 Your Strength is increased by 2 for 1 day. You gain tremorsense with a range of 30 feet for 1 minute.
4 A third eye appears in your forehead, giving you advantage on sight-based Wisdom (Perception) checks for 1 minute. You make no sounds for 1 minute and you gain advantage on any Dexterity (Stealth) checks.
5 The next spell you cast within the next minute that does damage, the damage is maximized. You grow a beard made of feathers, which remains until you sneeze.
6 For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. You can't speak for 1 minute. When you try, pink bubbles float out of your mouth.
7 You become intoxicated for 2d6 hours. You are immune to intoxication for the next 5d6 days.
8 Your Intelligence is decreased by 2 for 1 day. You recover your lowest-level expended spell slot.
9 Your Wisdom is increased by 2 for 1 day. For the next minute, you must shout when you speak.
10 For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute.
11 Plants grow around you and you are restrained for 1 minute. You cast mirror image on yourself, which lasts for 1 minute and does not require concentration.
12 A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. You are surrounded by faint, ethereal music for 1 minute.
13 You may immediately take 1 additional action. You regain all expended sorcery points.
14 If you fall within the next day, you automatically have the benefit of the feather fall spell. Your hair grows to double its current length over the next minute.
15 You recover 1 expended spell slot of your choice. Your hair falls out but grows back within 1 day.
16 For the next spell you cast within 1 minute that does damage, the damage is minimized. You gain the ability to speak one additional language of your choice for 1 hour.
17 You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to magic missile. You are invisible for 1 minute.
18 You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. Your eyes permanently change color. If they are a blue or grey shade, they turn dark brown, or vice versa. A spell such as remove curse can end this effect.
19 For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any Stealth check.
20 You are protected from Elementals for 1 hour. Such reatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC. You feel the incredible urge to relieve yourself. Until you do, your Strength and Intelligence are reduced by 1. If you don't relieve yourself in the next 2 minutes, the above effects are removed, but your Charisma score is reduced by 4 for 1 hour or until you change your trousers.
21 For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. Gnats buzz around your head for 1 minute, distracting you. You must make a Constitution saving throw against your own spell save DC to cast any spell.
22 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. You are surrounded by a faint, offensive odor for 1 minute. You gain disadvantage on all Charisma checks.
23 You emanate light in a 30-foot radius for 1 minute. Any creature within 5 feet of you that can see is blinded until the end of its next. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast.
24 For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing black, but disadvantage if they are wearing white. If they are wearing both, this doesn't apply. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. If you don't scratch it using a back scratcher or some similar device , you must succeed a Constitution saving throw against your spell save DC to cast a spell.
25 You are protected from Plants for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC. You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for 1 minute.
26 Your Intelligence is increased by 2 for 1 day. Your Charisma is increased by 2 for 1 minute.
27 Within the next hour, you have advantage on the next roll you make where you don't already have advantage. Over the next minute, all plants within 20 feet of you grow as if affected by the plant growth spell when cast as an action.
28 You gain a +2 bonus to your AC for 1 minute. Your eyes glow red for 1 minute.
29 For the next minute, you are in the Border Ethereal near the location you were last in. Your Constitution is increased by 2 for 1 minute.
30 For the next minute, you gain resistance to thunder and force damage. You add your proficiency bonus to all Charisma checks for the next hour, if you don't already add it.
31 An imp appears within 30 feet of you. Make a Charisma saving throw against your spell save DC. If you succeed it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day. Your spell components seem to have been rearranged. During the next hour, you must make an Intelligence check against your spell save DC to cast any spell that requires a material component.
32 For the next minute, you gain resistance to fire and cold damage. For the next minute, you have advantage on the next roll you make where you don't already have advantage.
33 For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing red, but disadvantage if they are wearing green. If they are wearing both, this doesn't apply. Every creature within 15 feet of you takes 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points.
34 You gain the service of an arcane eye for 1 minute that does not require concentration. A magic mouth appears on a nearby wall or flat surface. When you speak, your voice comes from the magic mouth. This lasts for 1 minute.
35 You lose the ability to smell for 1 day. You can hear exceptionally well for 1 minute, gaining advantage for all Perception checks related to sound.
36 You gain a -2 penalty to your AC for 1 minute. You lose the ability to smell for 1 hour.
37 You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake.
38 You become invisible and silent for 1 minute. A gentle gust of wind blows outward from you. All creatures within 40 feet of you can feel it, but it otherwise does nothing.
39 Your Dexterity is increased by 2 for 1 day. Your Dexterity is increased by 2 for 1 minute.
40 You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. You immediately take 1d10 radiant damage.
41 For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone.
42 Your Strength is decreased by 2 for 1 hour. Your Wisdom is increased by 2 for 1 minute.
43 You gain freedom of movement for 1 day. You immediately gain 10 temporary hit points.
44 Your Dexterity is decreased by 2 for 1 hour. 3d6 silver pieces appear near you.
45 You are affected by a faerie fire spell for 1 minute. You automatically fail the saving throw. You regain 5 hit points per round for 1 minute.
46 You are protected from Beasts for 1 hour. Such creatures cannot attack you or harm you unless they succeed a Charisma saving throw against your spell save DC. An imp appears near you. Make a Charisma saving throw against your spell save DC. If you succeed, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 hour.
47 3d6 gold pieces appear near you. Your speed is increased by 10 feet for 1 minute.
48 For 2d6 hours, you have a faint pink glow. Anyone trying to perceive you has advantage on their Perception check. You gain proficiency on all Strength checks for the next hour, if you don’t already have it.
49 You gain the ability to breath water for 1 day. Your Intelligence is increased by 2 for 1 minute.
50 You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated.
51 For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. Sight-based creatures gain a -1 penalty on attack rolls against you and Perception checks against you, and you gain a +1 bonus to Stealth checks. Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. If one is harvested and eaten within this time, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 5d6 poison damage. On successful one, it gains 5d6 temporary hit points.
52 All creatures within 20 feet of you must make a Strength saving throw against your spell save DC or be knocked prone. You can smell exceptionally well for 1 minute, gaining blindsight with a radius of 10 feet and advantage on all Perception checks related to odor.
53 You are protected from Undead for one hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC. Your feet sink into the ground, making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast.
54 For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. One random gem worth 100gp appears near you.
55 You are protected from Fiends for one hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma save against your spell save DC. For the next minute, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and Perception checks involving sight.
56 You permanently gain one 1st-level spell slot but forget one cantrip that you already know. A spell such as remove curse can end this effect. You are surrounded by a faint, pleasant odor. You gain advantage on all Charisma checks you make within the next minute.
57 You immediately gain 15 temporary hit points. You lose proficiency on all skill checks for 1 minute.
58 All gold you are carrying is now silver. You gain freedom of movement for 1 minute.
59 For the next minute, you gain resistance to necrotic and radiant damage. You gain darkvision with a radius of 60 feet for 1 minute. If you already have darkvision, you lose it for 1 minute.
60 You are at the center of a fog spell which lasts for 1 minute. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius.
61 Your Charisma is increased by 2 for 1 day. You gain a +1 to your AC for one minute.
62 You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour.
63 You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. If the spell is a spell of 1st level, you still must expend a spell slot to cast it.
64 For the next minute, any creature you touch takes 2d6 lightning damage. For the next hour, you are unable to read as the letters all appeared jumbled.
65 You gain blindsight with a radius of 60 feet for 1 minute. For the next day, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage.
66 You are surrounded by a horrible, noxious odor for 1 minute. Anyone within 10 feet of you must make a Constitution saving throw or be stunned. During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new roll’s result.
67 Your Charisma is decreased by 2 for 1 hour. You grow 1d6 inches in height. You gradually return to your original height over the course of 1 day.
68 You gain the service of a phantom steed for 1 day. You immediately take 2d4 psychic damage.
69 You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. For the next hour, any time you make an ability check, roll 1d4 and subtract the result.
70 Your Wisdom is decreased by 2 for 1 hour. You gain the ability to speak with animals for one hour.
71 Your speed is increased by 10 feet for 1 day. You get gain a -1 penalty to your AC for 1 minute.
72 You gain the ability to walk on water for 1 day. You gain the use of an unseen servant for 1 hour.
73 You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. The next spell you cast within the hour uses a slot level one level higher than what it normally requires.
74 One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a Wisdom penalty of 1.
75 You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. You hear a ringing in your ears for 1 minute. During this time, casting a spell that requires a verbal component requires a Constitution check against your spell save DC.
76 All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. Consuming this food deals 2d6 poison damage and causes the poisoned condition for 1 hour. You lose 1d6x5 pounds. You gradually return to your original weight over the course of 1 day.
77 All silver you are carrying is now copper. Your clothes become dirty and filthy. Until you can change and/or clean your clothes, your Charisma is reduced by 1.
78 You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. You gain proficiency in Wisdom checks for the next hour, if you don’t already have it.
79 You lose proficiency in all skill rolls for 1d4 hours. You shrink 1d6 inches in height. You gradually return to your original height over the course of 1 day.
80 You are protected from Fey for one hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC. Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter. A spell such as remove curse can end this effect.
81 For the next hour, any time you make an ability check, roll 1d6 and subtract the result. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC.
82 For the next minute, you gain resistance to poison and psychic damage. For the next hour, any time you make an ability check, roll 1d4 and add the result.
83 You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result. If you cast a spell with a saving throw within the next minute, the target gainsdisadvantage on its saving throw.
84 You immediately take 2d6 psychic damage. Your Strength is increased by 2 for 1 minute.
85 You gain proficiency in one skill of your choice that you're not already proficient in for one hour. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute.
86 Your Constitution is increased by 2 for 1 day. You immediately heal 2d10 hit points.
87 You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. You gain proficiency on all Intelligence checks for the next hour, if you don’t already have it.
88 You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. The power of your magic is strong! For the next hour, any spell you cast does not require a verbal component.
89 You gain the ability to speak one language of your choice for 1 day. You gain 1d6x10 pounds. You gradually return to your original weight over the course of 1 day.
90 You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. You gain proficiency in all Dexterity checks for the next hour, if you don’t already have it.
91 You are protected from Celestials for 1 hour. Such creatures cannot attack you or harm you unless they succeed a on a Charisma saving throw against your spell save DC. Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your Dexterity is reduced by 1 and your speed is reduced by 5 feet, even if you’re not wearing shoes.
92 For the next minute, you are unable to cast any spell that causes damage of any type. You gain the effects of the blur spell for 1 minute, which does not require concentration to maintain.
93 You gain spider climb for 1 minute, and it does not require concentration to maintain. For the next hour, you appear to others to be the opposite gender.
94 You immediately lose all unspent sorcery points and may not regain them until you have finished a long rest. You gain the service of a 2nd-level spiritual weapon for 1 minute.
95 You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. The power of your magic is strong! For the next hour, any spell you cast does not require a somatic component.
96 You gain the ability to speak with animals for 1 day. You gain proficiency in all Constitution checks for the next hour, if you don’t already have it.
97 All food and drink within 30 feet of you is purified. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Enshrouded objects are considered heavily obscured.
98 You are protected from Aberrations for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a Charisma savinng throw against your spell save DC. Your fingers become sore for 1 hour. During this time, you must succeed on a Dexterity saving throw against your spell save DC to cast a spell with a somatic component.
99 All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. You feel extremely nauseated. Make a Constitution saving throw against your spell save DC. If you fail, you must spend your next action throwing up.
100 Your Constitution is decreased by 2 for 1 hour. You immediately lose one unspent sorcery point.

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.

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.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2022 11:13:15 PM
36
14
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes