Sorcerer
Base Class: Sorcerer

WARNING: This subclass is mechanically dense and highly interactive. It is recommended for those who want more from Wild Magic than just rolling on the Wild Magic Surge table, though that is still very prevalent here.

The design philosophy for this subclass is based on gambling and controlling the Wild Magic within you. In order to do this, I've rewritten the vast majority of the subclass and given it features that allow the Sorcerer to interact with their Wild Magic starting from 1st level.

The Sorcerer grows from struggling to contain their Wild Magic (at level 1), to becoming an Avatar of Chaos (Level 18) as they embrace their Wild Magic.

 

Dungeon Masters note: While this subclass grants the sorcerer much control over their Wild Magic, it is still an uncontrollable force. Certain abilities such as "Chaos charge" do not state how long a Sorcerer can hold their Wild Magic in. This is on purpose and up to you and your player to adjudicate on a case by case basis. Also, I recommend changing, adding, or even rewriting the entire Wild Magic Surge table to make things more interesting for your games.

True Wild Magic Surge

1st-level True Wild Magic feature

Whenever you cast a spell of 1st level or higher, you trigger a True Wild Magic Surge. Roll on the True 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.

As you grow stronger, your control over the chaos within grows as well. At level 5, you no longer trigger True Wild Magic Surges for 1st level spells. This repeats at levels 7, 9, and 11 but instead for 2nd, 3rd, and 4th level spells respectively.

True Wild Magic Surge

d100

Effect

01–02

Expend 1 spell slot of the highest level you can cast and gain 3 chaos charges.

03–04

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

05–06

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

07–08

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

09–10

You cast magic missile as a 5th-level spell.

11–12

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.

13–14

You cast confusion centered on yourself.

15–16

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

17–18

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

19–20

You cast grease centered on yourself.

21–22

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

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

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

27–28

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

29–30

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

31–32

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.

33–34

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

35–36

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.

37–38

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.

39–40

You regain 2d10 hit points.

41–42

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.

43–44

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

45–46

You cast levitate on yourself.

47–48

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

49–50

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

51–52

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

53–54

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

55–56

Your hair falls out but grows back within 24 hours.

57–58

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

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

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

67–68

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

69–70

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.

71–72

You gain resistance to all damage for the next minute.

73–74

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

75–76

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.

77–78

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

79–80

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

81–82

You can take one additional action immediately.

83–84

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

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

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.

91–92

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

93–94

Your size increases by one size category for the next minute.

95–96

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

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended sorcery points.

 

Chaos Charge

1st-level True Wild Magic feature

You begin to risk manipulating the forces of chance and chaos.

Whenever you trigger a True Wild Magic Surge, you can make a constitution saving throw against your spell save DC in an attempt to hold it in. You can expend 1 sorcery point to make the saving throw with advantage. Regardless of the result of the save, you gain 1 Chaos charge.

On a success, you can expend the Chaos charge at a later time, as an action or reaction, to trigger the True Wild Magic Surge. On a failure, the True Wild Magic Surge triggers.

If you cast a 1st level or higher spell while you have at least 1 Chaos charge, you risk losing control of both the spell and your contained Wild Magic. If this spell would trigger a True Wild Magic Surge, you do not trigger it for this casting. Roll 1d20, and reference the effects below.

  • Chaos Burst. On a 1-7 the spell is lost, you expend all of your Chaos charges, and trigger 3 True Wild Magic Surges with the origin of the effects centered on you. If an effect is already centered on you or only targets you, it gains or increases its radius by 10-feet times the number of Chaos charges expended, effecting all creatures within that radius.
  • Chaotic Rebound. On an 8-20, you cast the spell normally and can choose to expend a chaos charge without triggering a True Wild Magic Surge. Alternatively, you can expend 1 Chaos Charge to force a creature that you can see to roll on the True Wild Magic Surge table, with all effects of the result centered on that creature.

For every additional Chaos charge you have, passed the 1st, the chance of activating Chaos Burst increases by 2. Ex. With 2 chaos charges on a roll of 1-9 you lose the spell, and on a roll of 10-20 you keep the spell.

As you grow stronger, your control over the chaos within grows as well. At level 5, you no longer roll to see if you lose 1st level spells. This repeats at levels 7, 9, and 11 but instead for 2nd, 3rd, and 4th level spells respectively.

Bend Chaos

6th-level True Wild Magic feature

Your unity with chaos gives birth to a level of control you never thought possible.

When you use a sorcery point to hold in your True Wild Magic Surge, you automatically succeed on the Constitution save. Moreover, you gain additional ways to use Chaos charges:

  • Infuse Discord. As a reaction, you may expend a chaos charge to grant advantage or disadvantage to a creature within your line of sight that is attempting a check or saving throw. If you chose disadvantage and the creature fails their check or saving throw, the creature adds 1d4+1 to all attack rolls, damage rolls, and saving throws until the end of your next turn. If you chose advantage and the creature succeeds their check or saving throw, the creature subtracts 1d4+1 from all attack rolls, damage rolls, and saving throws until the end of your next turn. Furthermore, if you do not have any Chaos charges after you use this ability, all attack rolls against you are made with advantage, and you have disadvantage on all saving throws until the end of your next turn. A creature effected by this ability is immune to it until its next long rest.
  • Chaos Sorcery. You can use Chaos charges instead of sorcery points to fuel your Metamagic and Font of Magic features. When used this way, you trigger a True Wild Magic Surge.
  • Surging Fates. You may expend a chaos charge when you or a creature you can see rolls on the True Wild Magic Surge table. Roll 1d4+1 and choose whether to add or subtract the roll from the result of the d100.

Controlled Chaos

 14th-level True Wild Magic feature

Your luck is unparalleled, or is that just you?

Whenever you would roll on the True Wild Magic Surge table, you roll twice on the True Wild Magic Surge table, and you decide which result to take. Alternatively, you can expend 1 chaos charge or 2 sorcery points to roll thrice on the True Wild Magic Surge table, and decide which result to take.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Avatar of Chaos

18th-level True Wild Magic feature

You can't stop yourself from smiling. Chaos is EVERYWHERE! And it's so much fun.

You can use a bonus action and expend a Chaos charge to become a being of pure chaos. While in your Avatar of Chaos form, you gain the following benefits:

  • When you move on your turn, instead of using one of your movement speeds, you can teleport (no action required) as per the dimension door spell with a range equal to your highest movement speed.

  • When you would trigger a Chaos Burst, you no longer expend your chaos charges or lose your spell. Also, you can choose to redirect the effects of the Chaos burst onto a creature you can see.

  • Once per turn, as a bonus action, you may Infuse Discord without expending a Chaos charge. The effects of Infuse Discord last until your Avatar of Chaos form ends. Creatures effected by Infuse Discord do not become immune to it.

  • When you would trigger a Chaotic Rebound, you no longer expend a chaos charge.

  • Once per turn, as a reaction, when a creature would roll on the True Wild Magic Surge table, you pick an option from the table and center the effects on the creature.

Your Avatar of Chaos form lasts until the end of your turn. However, you can expend a chaos charge at the end of your turn (no action required) to extend the duration until the end of your next turn. When your Avatar of Chaos form ends, you are stunned until the end of your next turn.

Once you use this feature, you can’t use it again until you complete a long rest.

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