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. Unlike your fellow wild sorcerers however, you focus on enhancing the effects of chaos rather than controlling. Let loose, and let the fates guide your magic.

Magic Surge

1st-level Wild Magic feature

Your spellcasting can unleash surges of untamed magic. Roll a d6 immediately after you cast a spell of 1st level or higher (spells from magic items do not count). If you roll a 1, roll a d100 for on the Surge table to create magical effects. 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.

Surge Table

D100

Effect

1

Roll on this table at the start of each of your turn for 1 minute, and reroll if you land on this effect again.

2

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.

3

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.

4

Your size increases by one size category for the next minute. You have advantage on strength-based checks and saves.

5

Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that target you have their damage halved and target other random creatures within 30 feet of you instead. The same attack roll and damage rolled applies to the random creature.

6

Your hands become covered in sticky goop that you cannot take off. The goop disappears after 1 minute.

7

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

8

You no longer need to breathe for the next 1d8 hours.

9

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.

10

You break your attunement with 1d3 of your magic items to which you are attuned.

11

2d6 cats appear in an unoccupied space within 10 ft. of you.

12

You become affected as if you just drank a philter of love.

13

You become invisible for the next minute. During that time, other creatures can't hear you. This invisibility does not end on casting a spell or making an attack.

14

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.

15

You gain resistance to all damage for the next minute.

16

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

17

Your fists increase in size, dealing 1d8 + your strength modifier damage when you make unarmed strikes.

18

You cast Mirror Image.

19

On the next round, you spend your turn vomiting 1d100 gold coins.

20

You let out a loud, thunderous belch that replicates the effect of a 1st-level Thunderwave spell.

21

You cast Grease centered on you.

22

You cast Tasha’s hideous laughter on the nearest creature to you. If there is no other creature within range, you target yourself.

23

One of your limbs falls off your body and disintegrates.

24

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

25

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

26

Your size decreases by one size category for the next minute. You have disadvantage on strength based checks and saves.

27

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. You can also escape with a successful DC 11 Dexterity (Acrobatics) check.

28

You feel lucky. You automatically succeed on the next saving throw you make within the next minute.

29

Your arms stretch. You gain a reach of 15 feet with them for the next minute.

30

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.

31

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

32

The next spell you cast that needs an attack roll ricochets off the target, additionally hitting another random creature within 30 ft. of the target. Make a new attack roll against the random creature.

33

Until the next turn, any creature that targets you with an attack or a harmful spell must make a Charisma saving throw against your spellcasting DC. On a failure, the creature must choose another target or lose the action.

34

You cast Confusion centered on yourself.

35

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.

36

You take 2d10 psychic damage. This damage can’t reduce your hit points below 1.

37

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 albino human with no facial features.

38

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.

39

You cast fear in the direction you’re facing.

40

You cast Levitate on yourself.

41

You smell like lavender for 1d6 days.

42

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.

43

Your clothes become uncomfortably tight.

44

You grow a 3 ft. long prehensile tail for one minute. You can use it to do the following simple tasks: lift, drop, or hold various objects. You can also use your tail to open or close a door or a container. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

45

You are transported to the Ethereal Plane for 1 minute but you have no knowledge of it. You can see and hear everything on the material plane as normal, but cannot interact with anything on the material plane. You cannot see into the Ethereal Plane. At the end of this effect, you reappear at the position you disappeared from.

46

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.

47

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

48

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

49

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

50

You regain 2d10 hit points.

51

You become poisoned until you use your action to make a DC 12 Constitution check. On a success, you vomit and the effect ends.

52

Your proficiency bonus becomes 0 for 2 rounds.

53

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

54

You gain a random form of short-term madness for 1 minute.

55

You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

56

You become colorblind until someone casts Remove Curse on you.

57

Your skin turns blue until someone casts Remove Curse on you.

58

You regain 1 sorcery point at the start of each of your turns for 1 minute.

59

You gain truesight out to a range of 60 feet for the next minute.

60

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

61

You cast Blur.

62

You regain your lowest-level expended spell slot.

63

For the next minute, you can see any invisible creature if you have line of sight to it.

64

All the rations you are carrying turn to soap.

65

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

66

You can take one additional action immediately.

67

For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan.

68

You cast Silence centered on yourself.

69

On your next turn, you use your action, bonus action and reaction to cast Prestidigitation thrice.

70

A bad joke comes to mind and until you tell it (which takes an entire action), your Wisdom score decreases by 2.

71

The bones in your hands and legs disappear. You fall prone and drop everything you are carrying. You cannot stand up or hold or manipulate objects until your bones reappear at the start of your next turn.

72

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

73

You are immune to being intoxicated by alcohol for the next 5d6 days.

74

You cast Fog Cloud centered on yourself.

75

A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit.

76

Your nails grow longer. You gain a burrowing speed equal to your walking speed for the next minute.

77

A geyser lifts you 50 ft. in air. You descend slowly to the ground at the end of your next turn.

78

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.

79

For the next minute, you regain 5 hit points at the start of each of your turns.

80

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

81

A swarm of rats appears and carries you 30 ft. in a direction the DM decides.

82

Your hair falls out but grows back within 24 hours.

83

You feel unlucky. You automatically fail on the saving throw you make within the next minute.

84

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

85

Every weapon within 60 ft. of you turns into a random food for 2 rounds.

86

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.

87

The next time you cast a spell within 1 minute, it fails and instead conjures a stream of 2d10 cats from your hands.

88

You gain 2d10 temporary hit points.

89

Maximize the damage of the next damaging spell you cast within the next minute.

90

You are frightened by the nearest creature until the end of your next turn.

91

You gain tremorsense with a range of 30 feet for 1 minute.

92

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

93

If the next damaging spell you cast takes the target's HP down to 0, it drops to 1 HP instead.

94

You cast Fireball as a 3rd-level spell centered on yourself.

95

You lose 1d6 sorcery points.

96

You lose concentration on any spells you are concentrating on.

97

You cast Magic Missile as a 5th-level spell.

98

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

99

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

100

You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. This existential crisis lasts until the start of your next turn, after which you forget about this information.

Tides of Chaos

1st-level Wild Magic feature

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. During combat, this feature can only be used once per round. Once you do so, you must finish a long rest before you can use this feature again. Alternatively, you can spend 4 sorcery points to recharge this feature.

Any time before you regain the use of this feature, the DM can have you roll on the Surge table (casting a spell is not required), after which regain use of this feature. You do not regain use of this feature if you surge through rolling a 1 on a d6.

Expansive Chaos

6th-level Wild Magic feature

You have learned to harness and redirect your wild magic. Immediately after you roll on the Surge table, you can use your reaction to apply the effect to a creature you can see, making it undergo the same effects as you. If the effect is a spell, its DC is the same as yours. You can use this feature a number of times equal to your proficiency bonus.

Destructive Tendencies

14th-level Wild Magic feature

Your wild energies fuel the effectiveness of your spells. Whenever you roll damage for a spell with an attack roll or a save DC of 1st level or higher and roll the lowest number possible on any dice, you can reroll those dice and add the damage to the spell. This feature can only be used on one spell per turn, and cannot be used on the dice rolled using this feature.

Avatar of Chaos

18th-level Wild Magic feature

Your magic breaks through limits others would think unbreakable. As a bonus action, you unleash the wild magic within you. For the next minute, you can cast any spell from the Sorcerer spell list. You must still provide the material components if they are required for the spells, and they still consume spell slots.

During this minute, whenever you surge, you roll thrice on the Surge Table. You are affected by all the rolled effects.

This bonus action can be used once per long rest, and you take three stacks of exhaustion after it ends.

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