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 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.

Wild Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Wild Spells Table. Each of these spells count as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.

Wild Spells

SORCERER LEVEL

SPELL

1st

Magic Missile, Color Spray

3rd

Alter Self, Misty Step

5th

Blink, Hypnotic Pattern

7th

Confusion, Polymorph

9th

Creation, Telekinesis

Wild Magic Surge

Immediately after you cast a Sorcerer spell of 1st level or higher roll a d20. If you roll a 10 or lower, you cause a Wild Magic Surge; roll a d4 to determine how your spell adjusts reality by consulting the following table, and a d6 to determine which aspect of reality your surge adjusts, consulting the tables below.

d4

Reality Adjustment

1

Break

2

Create

3

Enhance

4

Modify

 

Wild Magic Surge Tables

Reality Adjustment: Break...

d6

Aspect Effect

1 Death

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

2 Life

Your current Hit Points total becomes equal to half your Hit Points maximum.

3 Magic

You can't cast spells until the end of your next turn.

4 Space

You can immediately teleport to an unoccupied space that you can see within 60ft of you.

5 Time

You re-roll your Initiative score. If you would get a lower Initiative score, you don't take an additional turn this round.

6 Void For 1 minute, you can see any invisible creature if the creature is in your line of sight.

Reality Adjustment: Create...

d6

ASPECT EFFECT

1 Death

You take Necrotic damage equal to a number of d6s equal to your Proficiency Bonus. This damage can't be reduced in any way.

2 Life

A Unicorn appears in an unoccupied space within 10ft of you. The Unicorn is neither friendly nor hostile to you.

3 Magic

You regain all your 1st level Spell Slots.

4 Space

All creatures within a 10ft radius of you are pushed back 10ft away from you.

5 Time

You can take an additional Action immediately.

6 Void You lose Sorcery Points equal to half your Proficiency Bonus.

Reality Adjustment: Enhance...

d6

ASPECT EFFECT

1 Death

You gain a level of Exhaustion which lasts 1 minute.

2 Life

You immediately regain 2d10 Hit Points.

3 Magic

You do maximum amount of damage on your next spell attack.

4 Space

Your Size increase by one Size Category for 1 minute.

5 Time

For 1 minute, all your spells with a casting time of 1 Action have a casting time of 1 Bonus Action.

6 Void You become invisible for 1 minute. During that time others can't hear you and you past through solid objects like a Ghost. The invisibility ends if you try to make an attack or cast a spell.

Reality Adjustment: Modify...

d6

ASPECT EFFECT

1 Death

Your skin appears sickly and pale, and you turn undead until you take a Short Rest.

2 Life

You take Necrotic damage equal to your Sorcerer level, and then gain Temporary Hit Points equal to twice the amount of damage you took.

3 Magic

The next Metamagic effects you use within the next 1 minute cost 1 less Sorcery Point.

4 Space

Roll a d6. For 1 minute your height changes by a number of feet equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

5 Time

For 1 minute, your speed is reduced in half.

6 Void Until you finish a Long Rest, you can't discern color, you only see in shades of grey.

Tides of Chaos

As an Action, you can manipulate the forces of probability, chance, and chaos to gain a bonus to either one Attack roll, Ability Check, or Saving Throw. This bonus is equal to 1d4. Once you do so, you must finish a Long Rest before you can use this feature again.

Any time before you take a Long Rest to regain the use of this feature, you must roll on the Wild Surge Table immediately every time after you cast a spell of 1st level or higher. This ends after you take a Long Rest to regain the use of this feature.

At Higher Levels. At 5th level you can use this feature 2 times per Long Rest. At 9th level you can use this feature 3 times per Long Rest.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your Wild Magic. When another creature you see makes an Attack roll, Ability Check, or Saving Throw, you can use your Reaction to spend 2 Sorcery Points to roll a d4 and apply the number rolled as a Bonus or a Penalty (your choice) to the creature's roll. You can only do so after the creature rolls but before any effects of the roll occurs.

At Higher Levels. At 10th level your roll becomes a d8 and costs 3 Sorcery Points.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your Wild Magic. You can roll 2d6 when determining how your surge manifests and can choose either role.

Powers Untold

Beginning at 18th level, you can cast any spell of 7th level or lower that appears on any Classes Spell List, expending a Spell Slot as normal. The spell counts as a Sorcerer Spell for you when you cast it this way, and you can't affect it with Metamagic. You don't require material components for a spell you cast this way.

You have a single use of this feature, and regain your expended use of it when you finish a long rest.

Once you've cast a spell using this feature, you can't cast that spell again using this feature until a year has passed.

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