Base Class: Wizard
Wizards study long and hard to master the various Schools of Magic. Most keep within the well-trodden avenues of established practice, producing predictable, reliable, if unremarkable results. You are not that timid. You dare to test the limits of Magic, making new discoveries, and taking whatever risks may be necessary to do so. While there are risks, and things can, and often do, go awry, the rewards are more than worth it. Most major leaps forward in magical understanding have come from those willing to take such risks, and you are determined to forge your legacy in the same way.
Rather than selecting a traditional Arcane School as other Wizards do, at second level the Metamagician gains access to a pool of Metamagic points, and the same Metamagic effects that Sorcerers use becoming available at third level, with the same drawbacks that Wild Magic Sorcerers suffer.
Inspired Spellcaster
Experimental Spellcaster
Your atypical study and practice of wizardly magic has set you on the fast-track for the discovery of arcane secrets, but not without a cost. Your spells are often less reliable than those of a more traditional wizard, though the unpredictable results can be beneficial as often as not. You see these "surges" as opportunities, each revealing new secrets and mysteries beyond the grasp of those unwilling to take the risks. While greater benefits await you at higher levels, to begin with you gain double proficiency on Arcana checks.
Wild Magic Surge
Starting when you choose this subclass at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a wizard spell of 1st level or higher. If you roll a 1, roll on the 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.
Wild Magic Surge
|
D100 |
EFFECT |
|---|---|
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01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
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03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
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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. |
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07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
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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. |
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15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
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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. |
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19–20 |
You cast grease centered on yourself. |
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21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
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23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
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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. |
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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. |
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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. |
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33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
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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. |
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39–40 |
You regain 2d10 hit points. |
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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. |
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43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
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45–46 |
You cast levitate on yourself. |
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47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
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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. |
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53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
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55–56 |
Your hair falls out but grows back within 24 hours. |
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57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
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59–60 |
You regain your lowest-level expended spell slot. |
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61–62 |
For the next minute, you must shout when you speak. |
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63–64 |
You cast fog cloud centered on yourself. |
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65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
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67–68 |
You are frightened by the nearest creature until the end of your next turn. |
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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. |
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73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
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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. |
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77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
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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. |
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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. |
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87–88 |
You cast fly on a random creature within 60 feet of you. |
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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. |
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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. |
Metamagic
Metamagic
At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 6th, 10th, and 14th level.
You can always use one Metamagic option on a spell when you cast it without penalty or consequence, provided you can pay its cost in Metamagic points.
Metamagic Points
You have 2 metamagic points, and you gain one per level as your level increases (3 at 3rd, 4 at 4th, and so on until 20 at 20th). These can be used to alter your spells using the Metamagic abilities described below
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Overloaded Spells
Starting at 6th level, your spells can be enhanced even further, adding a second Metamagic effect, at the cost of forcing an automatic roll on the Wild Magic table in addition to the extra Metamagic points expended. The spell is cast as intended, but the Wild Magic result also occurs. At 10th level you may tweak the effects of spells instead of applying any standard Metamagic, such as changing the damage type (e.g. a fireball that deals cold damage, or a scorching ray that deals acid damage), for the same risk-cost. Note that if one does this, they may not also apply standard Metamagic effects. Stranger enhancements may be allowed, at DM discretion. Very powerful effects may require a Wild Magic roll with disadvantage.
Controlled Chaos
At 10th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 14th 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. You can use the feature only once per turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/19/2019 1:40:01 PM
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18
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0
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1.0
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Coming Soon
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Posted Aug 30, 2019I like the idea, but it's too powerful. It's all of the upsides of a Wild Magic Sorcerer with none of the drawbacks. Maybe limit the number of sorcery points and metamagic options.