Sorcerer
Base Class: Sorcerer

Your innate magic comes from the forces of chaos that underlie the order of creation. The uncertainty of your parentage caused you to be born with elemental powers shish have not yet been tamed. with great power comes great responsibility. 

Chaotic Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a number equal or less than the spell slot level expended, roll on the Chaotic Magic Surge table to create a magical effect. If that effect is a spell, it is too chaotic 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.

Chaotic Magic Surge
D100 Effect
1 Gracie secret terrible thingy
2 A treant sprouts, controlled by the DM. There's a 50 percent chance that the treant is chaotic evil and attacks.
3 For the next minute, you can see any invisible creature if you have line of sight to it.
4 The person you're looking at is suddenly sitting atop someone else's horse (or an ally's shoulders)
5 An elemental chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 
6 Your favourite and least favourite foods switch
7 You cast fireball as a 3rd-level spell centered on yourself. You crumble to ashes, then rise like a phoenix from the flames.
8 A geyser erupts centred on yourself as if tidal wave was cast on you with maximum size. 
9 You cast magic missile as a 5th-level spell.
10 You cast catapult as a 4th-level spell
11 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.  
12 Your skin begins to shimmer, as if embedded by tiny gem crystals. This effect lasts for 1d4 hours
13 You cast confusion centered on yourself.
14 You cast hypnotic pattern centered on yourself
15 For the next minute, you regain 5 hit points at the start of each of your turns.
16 For the next minute, you regain 2d4 hit points at the start of each of your turns.
18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 
18 Your season changes, roll a d4 to determine the new season, if you roll the number that matches your current season, you can choose the new season. (1 = Spring, 2 = Summer, 3 = Autumn, 4 = Winter)
19 Dandelion clocks / embers / Autumn leaves / snowflakes flutter in the air within 10 feet of you for the next minute. 
20 Your gender changes for 1d4 days
21 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
22 You have advantage on the next spell attack you make in the next minute.
23 Everything you eat and drink for the next 24 hours is absolutely delicious, regardless of what it is.
24 A 60ft raincloud appears 120ft over your head. It follows you around for 1d6 hours.
25 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
26 Your clothes and non-magical belongings seem to pass ten years through time and become worn and tarnished.
27 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
28 You regain all expended sorcery points.
29 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
30 Maximize the damage of the next damaging spell you cast within the next minute.
31 You are transported to the Dawn 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.
32 1d4 Target's clothes teleport 1d10 yards
33 Maximize the damage of the next damaging spell you cast within the next minute.
34 You regain all expended sorcery points.
35 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
36 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
37 1d6 Mephits controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
38 Your clothes and non-magical belongings seem to pass ten years back in time and become shiny, clean, repaired and like new.
39 You regain 2d10 hit points.
40 You regain 5d4 hit points.
41 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.
42 1d6 people nearby are chained together.
43 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
44 For the next minute, the next time you take damage you can teleport 30 ft.
45 You cast levitate on yourself.
46 You cast armor of agathys on yourself at 3rd level
47 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
48 Your hair becomes long and silvery for the next 24 hours. You can articulate it as if casting mage hand but it is still tethered to you.
49 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
50 You cast faerie fire, centred on yourself
51 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
52 The next time you would take damage, you are instead healed by that much. Any excess healing becomes temporary hit points
53 You are immune to being intoxicated by alcohol for the next 5d6 days.
54 1d4 Target's heads is stuck in a huge conch shell.
55 Your hair falls out but grows back within 24 hours.  
56 You forget how to use the tools granted by Eladrin and become proficient in two different random tools
57 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
58 You cast slow, centred on yourself
59 You regain your lowest-level expended spell slot.
60 Each creature within 30 feet of you looks like you for the next minute. As if the spell seeming was cast.
61 For the next minute, you must shout when you speak.
62 You glow with bright light in a 30-foot radius for the next 1d4 hours. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
63 You cast fog cloud centered on yourself.
64 You cast earth tremor centered on yourself.
65 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
66 Up to three creatures you choose within 30 feet of you take 4d10 thunder damage.
67 You are frightened by the nearest creature until the end of your next turn.
68 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
69 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.
70 You cast warding wind on yourself
71 You gain resistance to all damage for the next minute.
72 You cast investiture of wind / Flame / Stone / Ice on yourself.
73 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
74 You emit a fragrance of cinnamon. This can only be removed with a [spell]remove curse[spell] spell
75 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.
76 Your colouring is inverted (back = white, Red = blue, yellow = green etc… This can only be removed with a remove curse spell
77 You cast polymorph on yourself. If you fail the saving throw, you turn into a gold crab for the spell’s duration.
78 Your blood well vial sparks and stops working until the end of your next turn
79 You cast [spell]grease[spell], centred on yourself.
80 You cast spike growth, 15 ft in front of you
81 You can take one additional action immediately.
82 You cast the spell haste on yourself.
83 Each creature within 60 feet of you takes 1d6 necrotic damage. You gain temporary hit points equal to the sum of the necrotic damage dealt.
84 All creatures within 60ft of you are commanded to sit as if by the command spell using your spell save DC.
85 You cast mirror image, as if cast using a spell slot.
86 You cast mirror image, as if cast using a spell slot.
87 You cast fly on a random creature within 60 feet of you.
88

You cast barkskin on yourself

89 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.
90 You cast levitate on all creatures within 60 feet of you.
91 If you die within the next 1d6 days, you immediately come back to life as if by the reincarnate spell.
92 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
93 Your size increases by one size category for the next minute.  
94 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute.
95 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
96 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute.
97 You grow an extra finger. The finger can be removed by remove curse, or being cut off with a DC20 medicine check. If the medicine check is failed, the finger grows back in a week.
98 Roll d4. Evens Your size increases by two size categories for the next minute. Odds Your size decreases by two size categories for the next minute
99 You regain all expended sorcery points.
100 Gracie secret amazing thingy

 

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.

Before you regain use of this feature, whenever you trigger a Chaotic Surge, you then regain the use of this feature.

A Zyl for all seasons

At 6th level, you learn the mirror image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn’t count against the number of spells known. You can cast it by spending 2 sorcery points or expending a spell slot. If you cast it with sorcery points, any creature within 10 ft. of you that destroys one of the illusory Zyls takes thunder / fire / poison / cold damage (depending on the season of the illusory Zyl) equal to half your sorcerer level, as the illusion bursts into a storm cloud / flames / poison ivy leaves / ice crystals.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Chaotic 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. This can occur multiple times is the highest number is rolled consecutively.  You can use the feature only once per turn.

If maximum damage is rolled consecutively, you regain sorcery pints equal to half the number shown on the dice. This can occur only once per turn.

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