Sorcerer
Base Class: Sorcerer

Your innate magic comes from the wild forces of chaos that underlie the order of creation. However, among the many of this magic, you have honed that chaos to a complete mastery. 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.

Chaotic Magic Surge

Wild Magic Surge (Roll a d20)

Effect

1

You cast Magic Missile as a 3rd-level spell.

2

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

3

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

4

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

5

For the next minute, you can teleport up to 30 feet as a bonus action on each of your turns.

6

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

7

You regain your lowest-level expended spell slot.

8

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

9

You gain resistance to all damage for the next minute.

10

You can take one additional action immediately.

11

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

12

You cast Mirror Image.

13

You regain all expended sorcery points.

14

You cast Fireball as a 3rd-level spell centered on yourself. When you cast this spell you can choose a number of creatues equal to 1 + your Charisma modifier to automatically succeed their saving throws against the spell, and take no damage if they would normally take half damage on a successful save.

15

You cast Fly. 

16

You Cast Spirit Guardians. 

17

You cast Bless or Bane. Roll a d6 to determine the effect. Bless is evens while bane is odd. 

18

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.

19

You gain temporary hit points equal to your Charisma modifier. 

20

You can cast Chaos Bolt at the 3rd level. 

Tides of Chaos

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain an 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.

The next spell cast after this, if you use it against a creature, will result in either the target have advantage on the saving throw or you have disadvantage on the spell attack roll. 

Bend Luck

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. You can channel your inner chaos and change the course of a battle by summoning your will as fate's conduit based on your choice:

  • Whenever a creature, including you, that you can see within 30 feet of you is about to make an attack roll, ability check or saving throw, you can use your reaction to roll a d6 and add the number rolled from the total.
  • Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Controlled Chaos

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Chaotic Shielding

You can choose one damage type when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature. 

Also, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of chaotic energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes fire, cold, thunder, lightning, psychic, or acid damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

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