Sorcerer
Base Class: Sorcerer

Perhaps you stole a wild magic sorcerer's soul. Perhaps a ritual went very wrong...or very right. Perhaps you just touched something you shouldn't. Either way, your magic is devastating, potent, and barely contained. This was not magic you were ever meant to possess - this isn't a deal you made with a warlock's patron, or anything of the sort. This is magic you took.

Magic Leak

Starting when you choose this origin at 1st level, your spellcasting can cause the magic to break free of you. Once per turn, roll 1d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll 5 or lower, roll on the Magic Leak table to create a magical effect. First, roll 1d20 to determine the severity of the Leak, and then roll 1d100 to determine the effect.

Magic Leak Table
  Magic Leak - 1d20, 1d100    
d20/d100 1-2/Extreme 3-8/Moderate 9-20/Nuisance
1 A fireball explodes with you at the center. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. A puddle of grease appears where you are standing, with a 10-foot radius. You and anyone within 10 feet of you must make a Dexterity check at your spell save DC or fall prone.
2 You recover all your expended spell slots. You are confused for 1 minute, as though you were affected by the confusion spell. You levitate 6 inches off the ground for 1 minute.
3 You lose the ability to hear for 1 day. Your Strength is increased by 2 for 1 day. You gain tremorsense with a range of 30 feet for 1 minute.
4 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of damage dealt. A third eye appears in your forehead, giving you advantage on sight-based Wisdom (Perception) checks for 1 minute. You make no sounds for 1 minute and you gain advantage on any Dexterity (Stealth) checks.
5 The next time you fall below 0 hit points within the next month, you automatically return to full health with no death saving throws necessary. The next spell you cast within the next minute that does damage, the damage is maximized. You grow a beard made of feathers, which remains until you sneeze.
6 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. A blue cloud appears over your head and follows you for the next hour. For this duration, the cloud rains colorful confetti and sparkles on you.
7 For the next 1d10 combat turns, any ranged attack at your character turns back on the attacker, and any damage that would be applied to you by that attack applies to them. You become intoxicated for 2d6 hours. You are immune to intoxication for the next 2d6 days.
8 You and up to 1d4 creatures of your choice gain one free use of the Greater Invisibility spell. You are frightened by the nearest creature until the end of your next turn. You recover your lowest-level expended spell slot.
9 The next 1d4 successful attacks you make will roll damage as critical hits. Your Wisdom is increased by 2 for 1 day. For the next minute, you must shout when you speak.
10 You immediately gain 20 temporary hit points. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute.
11 You teleport up to 60 feet to an unoccupied space that you can see. Plants grow around you and you are restrained for 1 minute. You cast mirror image on yourself, which lasts for 1 minute and does not require concentration.
12 Everyone in a 3d6 foot radius has to make a DC 15 Constitution save or falls asleep for 1d4 rounds. All animals within 1d100 feet of you become spooked and agitated for the next minute. Those that can see you are either frightened by or aggressive against you. 2d10 gold pieces fly from your hands and hit the nearest creature to you. The coins deal 1 bludgeoning damage per gold piece, and you're able to pick them up afterwards.
13 All creatures in a 30 foot cone in front of you are frightened. Your eyes become black for a round.  A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. Everyone (including you) within a 3d10 feet radius becomes short of breath and has their speed halved for one turn.
14 You are at the center of a darkness spell for 1 minute. You may immediately take 1 additional action. Your hair grows to double its current length over the next minute.
15 For the next spell you cast within 1 minute that does damage, the damage is maximized. If you fall within the next day, you automatically have the benefit of the feather fall spell. Howling winds erupt around you, requiring you and everyone within 4d10 feet to make a DC10 Dexterity or Strength save to avoid being knocked to the ground.
16 You age 1d4 years and regain all expended sorcery points.  You recover 1 expended spell slot of your choice. You gain the ability to speak one additional language of your choice for 1 hour.
17 For the next day, any time you make an ability check, roll 1d6 and subtract the result. For the next spell you cast within 1 minute that does damage, the damage is minimized. You turn invisible as if under the Invisibility spell. When you become visible, you skin is neon green. The color disappears after 24 hours.
18 For any spell that requires a saving throw you cast within the next minute, the target gains advantage. You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to magic missile. Your eyes permanently change color. If they are a blue or grey shade, they turn dark brown, or vice versa. A spell such as remove curse can end this effect.
19 The next single target spell you cast within the next minute must target one additional target. The next time you are damaged by necrotic damage, you instead gain that many temporary hit points. Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any Stealth check.
20 Everyone within 1d100 feet of you must pass a DC10 WIS Save or or relives a particularly painful memory and cannot take an action during their next turn. You summon an orchestra of spectral instruments. You and your allies gain a bardic inspiration of 1d8. You feel the incredible urge to relieve yourself. Until you do, your Strength and Intelligence are reduced by 1. If you don't relieve yourself in the next 2 minutes, the above effects are removed, but your Charisma score is reduced by 4 for 1 hour or until you change your trousers.
21 For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting vicious mockery at first level. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. Gnats buzz around your head for 1 minute, distracting you. You must make a Constitution saving throw against your own spell save DC to cast any spell.
22 For the next day, you have advantage on the next 2d6 rolls you make where you don't already have advantage. You sneeze and all glass within 1d20 feet shatters. You forget the situation and must re-roll initiative (if in combat) or be reminded of what was going on.
23 You no longer age, require food, drink, nor air.  You emanate light in a 30-foot radius for 1 minute. Any creature within 5 feet of you that can see is blinded until the end of its next. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast.
24 For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. Everything within 2d10 feet of you (including you) rises 1d6 metres into the air as gravity briefly ceases. Almost immediately, everything crashes back to earth, suffering falling Damage as appropriate for the distances fallen. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. If you don't scratch it using a back scratcher or some similar device, you must succeed a Constitution saving throw against your spell save DC to cast a spell.
25 A loud boom emanates from you. All creatures within 15 feet take 2d8 thunder damage and must make a Constitution saving throw against your spell save DC or be deafened for 1 minute. All creatures within 2d10 feet (with the exception of you) become Frightened until their next turn unless they can pass a DC15 Wisdom Saving Throw. You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for 1 minute.
26 All creatures within 60 feet of you regain 2d8 hit points. Your Intelligence is increased by 2 for 1 day. Your Charisma is increased by 2 for 1 minute.
27 You transform into a marble statue of yourself for 1 minute, during which time you are considered petrified. Within the next hour, you have advantage on the next roll you make where you don't already have advantage. You summon a Unicorn. It's controlled by the DM and seeks to weed out all eviL It disappears after 1 hour.
28 You gain a single use of the spell Greater Restoration. You gain a +2 bonus to your AC for 1 minute. Your eyes glow red for 1 minute.
29 You immediately drop to 0 hit points. For the next 1d10 minutes, you have a +3 to Perception checks as the acuity of all your senses temporarily improves. Your Constitution is increased by 2 for 1 minute.
30 You gain the ability to consume your own fingernails as if they were the fruit of a goodberry spell. You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result. You add your proficiency bonus to all Charisma checks for the next hour, if you don't already add it.
31 For the next two turns, any spell you cast that would use a spell slot can be cast without using that slot. For the next turn, any spell you cast that would use a spell slot can be cast without using that slot. Your spell components seem to have been rearranged. During the next hour, you must make an Intelligence check against your spell save DC to cast any spell that requires a material component.
32 You stand at the center a circular wall of fire with a radius of 15 feet. Any creature in any of the spaces covered by this fire must make a Dexterity saving throw against your spell DC or take 5d8 fire damage. The wall of fire remains for 1 minute. An imp appears within 30 feet of you. Make a Charisma saving throw against your spell save DC. If you succeed it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day. Every creature within 15 feet of you takes 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points.
33 You gain a single use of the spell Meteor Swarm and can cast it as a free action without using a spell slot. However, casting it renders you unconscious but stable. A nearby object, wall, floor, ceiling or minor NPC turns irrevocably into an unidentified liquid. For the next minute, you have advantage on the next roll you make where you don't already have advantage.
34 You permanently lose the ability to smell. This sense can be restored with a spell that removes curses such as remove curse. You gain the service of an arcane eye for 1 minute that does not require concentration. A magic mouth appears on a nearby wall or flat surface. When you speak, your voice comes from the magic mouth. This lasts for 1 minute.
35 Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a cat for 1 minute, as if by a polymorph spell. You cast Misty Step on yourself, exploding into smoke with a smell of sulfur, and reforming at the spell's chosen location. You can hear exceptionally well for 1 minute, gaining advantage for all Perception checks related to sound.
36 You gain the service of an arcane eye for 1 hour that does not require concentration. You gain a -2 penalty to your AC for 1 minute. You lose the ability to smell for 1 hour.
37 Time distorts around you for 2d10 feet, speeding up and slowing down randomly. At the beginning of each turn, roll 1d10. On 1-5, you lose your primary action and roll all saves at disadvantage due to slowed movement and perceptions. On 6-8, time passes normally. On 9-0, you take two turns back to back and have advantage on all saves. An extra finger grows on one of your hands. This can only be removed by the Remove Curse spell or by triggering this effect again. While you have this extra finger, you have advantage on all Sleight of Hand checks and disadvantage on all Persuasion checks. All hair on your body turns white. While this is irreversible, as your hair continues to grow it maintains its original color.
38 3d6 random gems appear near you, worth 50gp each. You become invisible and silent for 1 minute. A gentle gust of wind blows outward from you. All creatures within 40 feet of you can feel it, but it otherwise does nothing.
39 All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute. Your Dexterity is increased by 2 for 1 day. Your Dexterity is increased by 2 for 1 minute.
40 For 2d6 days, you glow bright yellow. You have disadvantage on Stealth checks and anyone trying to perceive you has advantage on their Perception check. You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. All people within line of sight of you forget something trivial.
41 You transform into a medium-sized potted plant for 1 minute, during which time you are considered petrified. For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances. You encase yourself in an orb of glass. You roll around in this cube until it is broken by 5 or more damage.
42 You stand at the center a circular wall of force with a radius of 15 feet. Any creature in any of the spaces covered by this wall must make a Dexterity saving throw against your spell DC or take 5d8 force damage. The wall remains for 1 minute. Your Strength is decreased by 2 for 1 hour. Your Wisdom is increased by 2 for 1 minute.
43 All creatures within 20 feet of you are knocked prone. You gain freedom of movement for 1 day. You immediately gain 10 temporary hit points.
44 For the next minute, you are immune to all damage. Your Dexterity is decreased by 2 for 1 hour. 3d6 silver pieces appear near you.
45 You gain an additional spell slot of your highest level for 1 week. You are affected by a faerie fire spell for 1 minute. You automatically fail the saving throw. For the next 1d4 minutes whale song is faintly audible to all people within 100 feet of you.
46 If you die within the next minute, you come back to life as if by the reincarnate spell. All attacks with a chance of failure within 50 feet fail until the start of your next turn. For the next 1d6 hours, you must speak in a low, terse voice.
47 You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. A spell such as remove curse can end this effect. 3d6 gold pieces appear near you. Your speed is increased by 10 feet for 1 minute.
48 All creatures that can perceive you must make a Wisdom saving throw against your spell save DC or be frightened of you. For 2d6 hours, you have a faint pink glow. Anyone trying to perceive you has advantage on their Perception check. You gain proficiency on all Strength checks for the next hour, if you don’t already have it.
49 Any lower-value coins you had in their inventory are now platinum. You gain the ability to breathe water for 1 day. Your Intelligence is increased by 2 for 1 minute.
50 For the next 1d10 minutes, your body and equipment becomes partially intangible, allowing any attacks to pass right through you. However, the effect and sensation are distracting and disturbing, and you take Disadvantage on any Wisdom or Intelligence checks. Everyone within 3d10 feet must pass a DC10 strength check or drop whatever they are holding in their dominant hand as it is wrenched away from them suddenly. If the item is being held in two hands, receive a DC05 to the strength check instead. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated.
51 All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next minute. For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. Sight-based creatures gain a -1 penalty on attack rolls against you and Perception checks against you, and you gain a +1 bonus to Stealth checks. You can smell exceptionally well for 1 minute, gaining blindsight with a radius of 10 feet and advantage on all Perception checks related to odor.
52 You are at the center of a 10-foot radius antimagic field that negates all magic equal to or less than your level for 1 hour and does not require concentration. All creatures within 20 feet of you must make a Strength saving throw against your spell save DC or be knocked prone. Your feet sink into the ground, making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast.
53 All of your hair permanently falls out. Only a spell such as remove curse can end this effect. Clusters of colorful fungi appear all over your body. Whenever you or a creature within 10ft. of you, lies, the fungi glows intensely. After 1 hour, the fungi disappears. One random gem worth 100gp appears near you.
54 You gain the ability to speak one new language of your choice. However, you lose the ability to speak one language you already know. For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. For the next minute, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and Perception checks involving sight.
55 A 30-foot cube hypnotic pattern appears with you at the center. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage. Roll 1d100. On an even number, you age 2d6 years. On an uneven number, you become 2d6 years younger. This effect is permanent, unless you are affected by the Greater Restoration spell - and you are then restored to your original age. You are surrounded by a faint, pleasant odor. You gain advantage on all Charisma checks you make within the next minute.
56 You permanently forget one cantrip. A spell such as remove curse can restore your memory. You permanently gain one 1st-level spell slot but forget one cantrip that you already know. A spell such as remove curse can end this effect. You lose proficiency on all skill checks for 1 minute.
57 You immediately take 2d10 psychic damage. You immediately gain 15 temporary hit points. You gain freedom of movement for 1 minute.
58 The toughest (by AC) hostile enemy within 100 feet is instantly killed. All gold you are carrying is now silver. You gain darkvision with a radius of 60 feet for 1 minute. If you already have darkvision, you lose it for 1 minute.
59 You gain the service of an arcane sword that does not require concentration until your next short or long rest. The next time you would experience a magic leak, do not roll on this chart. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius.
60 You permanently gain one cantrip. A spell such as remove curse can end this effect. You are at the center of a fog cloud spell which lasts for 1 minute. You gain a +1 to your AC for one minute.
61 All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute. Youpermanently gain the ability to speak a language you previously did not, or proficiency with a tool set you previously did not. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour.
62 All allies within 20 feet of you heal up to 3d8 hit points. Walls, ceilings and floors within 50 feet around you become see-through for 1d10 rounds. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. If it is a spell of 1st level, you still must expend a spell slot to cast it.
63 You lose the ability to see for 1 day. During this time, you have the blinded condition. Everyone within 2d10 feet of you (including you) loses 1 hit point. For the next hour, you are unable to read as the letters all appeared jumbled.
64 An owlbear appears. For the next ten minutes, it thinks you and your allies are family, and will fight to the death to assist and protect you. If not killed after ten minutes, it disappears, leaving a cloud of feathers behind. For the next minute, any creature you touch takes 2d6 lightning damage. You switch position with a random creature. As it happens, you both disappear in a puff of pink smoke.
65 Make a Constitution saving throw against your spell save DC. If you fail, you are stunned for 1 minute. You gain blindsight with a radius of 60 feet for 1 minute. During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new roll’s result.
66 For the next 1d4 turns (or 1d4 minutes if not in combat) a spell from your list of known spells randomly goes off. These do not consume spell slots or cost you an action, but you do not get to choose the target or effect. You are surrounded by a horrible, noxious odor for 1 minute. Anyone within 10 feet of you must make a Constitution saving throw or be stunned. You grow 1d6 inches in height. You gradually return to your original height over the course of 1 day.
67 All creatures within 20 feet of you, including you, must make a Dexterity save against your spell save DC or be affected by a faerie fire spell. Your Charisma is decreased by 2 for 1 hour. You immediately take 2d4 psychic damage.
68 Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. A spell such as remove curse can end this effect. Your skin becomes pearlescent and you gain resistance to fire and radiant damage for the next hour. Additionally, you can cast the Cure Wounds (level 1) spell once without expending a spell slot. For the next hour, any time you make an ability check, roll 1d4 and subtract the result.
69 You cause an explosion of acid in a 20ft. radius around you. All creatures in the area (including you), must make a Constitution saving throw against your spell DC. On a failure, the creature takes 2d12 acid damage. The damage is halved on a success. A wane breeze embraces you. You are healed 2d8 hit points. You fall asleep for 1 hour. Only a kiss can wake you from your slumber, Sleeping Beauty!
70 Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a giant spider for 1 minute, as if by the polymorph spell. Your Wisdom is decreased by 2 for 1 hour. You get gain a -1 penalty to your AC for 1 minute.
71 For a split second, the world changes in appearance, and everyone within 1d100 feet of you has a brief but horrific glimpse of a hostile extraplanar entity. Everyone in the area (including you) must make a DC15 Wisdom Save or take 1d6 psychic damage and be stunned for 1d6 rounds. A swarm of ethereal butterflies protect you for the next 10 minutes. During this time, all melee attacks against you have disadvantage. However, you have disadvantage on all Stealth checks. Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. If one is harvested and eaten within this time, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 5d6 poison damage. On successful one, it gains 5d6 temporary hit points.
72 All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute. You gain the ability to walk on water for 1 day. You gain the use of an unseen servant for 1 hour.
73 For one minute, any spell with a casting time of 1 action can be cast as a bonus action. A pair of transparent, glass-like fairy wings appear on your back. You are under the effects of the Fly spell for the next 10 minutes. Every time you cast a spell, the wings flash with a light in a matching color. The next spell you cast within the hour uses a slot level one level higher than what it normally requires.
74 You immediately gain one feat of your choice. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a Wisdom penalty of 1.
75 Roll 1d10. You immediately gain one additional spell slot at the resulting level (a roll of 10 is an additional cantrip). You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. You hear a ringing in your ears for 1 minute. During this time, casting a spell that requires a verbal component requires a Constitution check against your spell save DC.
76 For the next day, you gain proficiency in all skills that you are not already proficient in. All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. Consuming this food deals 2d6 poison damage and causes the poisoned condition for 1 hour. You lose 1d6x5 pounds. You gradually return to your original weight over the course of 1 day.
77 The next time you cast a spell, roll twice on this chart. Both effects will apply. All silver you are carrying is now copper. Your clothes become dirty and filthy. Until you can change and/or clean your clothes, your Charisma is reduced by 1.
78 You gain proficiency in one tool or weapon type you don’t already have. This effect is permanent. One random ally within 3d10 feet becomes invisible for 1d5 rounds. You gain proficiency in Wisdom checks for the next hour, if you don’t already have it.
79 All allies within 100 feet are immediately healed to full health. Any conditions or levels of exhaustion they had are removed. You lose proficiency in all skill rolls for 1d4 hours. You shrink 1d6 inches in height. You gradually return to your original height over the course of 1 day.
80 A collar with 1d6 gemstones appears around your neck. It can't be removed by hand, but you gain a number of uses of Breath Weapon (as a bonus action) equal to the number of gemstones. Once all uses are expended, the collar crumbles into dust. A planar hole opens momentarily, flinging a wheel of cheese at you hard enough to do 1d4 bludgeoning damage. You must pass a DC05 Dexterity save to dodge it. However, the cheese is edible and will heal up to 2d4 hit points upon consumption (as an action). All doors within 4d10 feet of you are opened if they are closed, or closed if they are open.
81 Your speed is permanently increased by 10 feet. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC.
82 Your shadow becomes sentient and capable of moving and attacking on its own (sharing initiative with you). However, upon commanding it, roll a 1d6. If the number is even, the shadow obeys. If the number is odd, the shadow acts according to the DM's commands and may be friendly or hostile. You regain 5 hit points per round for 1 minute. For the next hour, any time you make an ability check, roll 1d4 and add the result.
83 An obsidian coin with a recognizeable heads and tails side appears in your inventory. When you have to pass a test or saving through, you may flip it as a free action. If it comes up heads, the effective roll would be a natural 20 (before any bonuses). If it comes up tails, the effective roll is a natural 1 (after any bonuses). The coin disappears after this flip. On your next attempted Persuasion check, proceed as if you rolled a natural 20 (before any bonuses or penalties). If you cast a spell with a saving throw within the next minute, the target gains disadvantage on its saving throw.
84 For the next hour, any spell you cast doubles in either power or number of effects. You immediately take 2d6 psychic damage. Your Strength is increased by 2 for 1 minute.
85 You summon an anti-magic zone in a 10ft radius centered on you. This follows you for 1 hour. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute.
86 Your brain reboots, and you must re-select 1d4 of your sorcerer spells from the list. Your Constitution is increased by 2 for 1 day. You immediately heal 2d10 hit points.
87 The next spell you cast will disappear. You still expend the spell slot, and the DM decides when this spell appears and where (and the target, if the spell requires one). Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your Dexterity is reduced by 1 and your speed is reduced by 5 feet, even if you’re not wearing shoes. Birds and critters seek you out to tell you secrets they've acquired. You understand them and they understand you for the next hour.
88 You summon 1d4 Giant Toads who will protect you from anything for the next 2d10 minutes. The Toads want to be your favourite, and will fight each other to be the last one standing. Clusters of goodberries (as from the Goodberry spell) appear along your arms. A total of 2d10+4 berries grow there until harvested or until 1 hour has passed. Your size is reduced to Tiny for the next 2d10 minutes.
89 Your arms are replaced with vines. You can't perform spells that require a somatic component or carry a weapon. However, your unarmed attacks are replaced by the Grasping Vine spell. This lasts for 1 hour. Your teeth become sharp like a carnivore. You can now make a bite attack for 1d8 piercing damage plus your Charisma modifier. Additionally, you can communicate with beasts. This lasts for 1 hour. You gain 1d6x10 pounds. You gradually return to your original weight over the course of 1 day.
90 Gain the antipathy effects of the antipathy/sympathy spell for 3d6 days. You gain the ability to speak one language of your choice for 1 day. You gain proficiency in all Dexterity checks for the next hour, if you don’t already have it.
91 All creatures within 30 feet of you must make a Wisdom saving throw. Any creature immune to magical sleep automatically succeeds on its saving throw. Those that fail fall asleep for 1d6 minutes. A shrill keening rings out across the area, shattering glass and forcing every creature able to hear it (including you) to pass a DC10 Constitution Save or be deafened for 1d4 rounds. A pair of large rabbit ears replace your own ears for 1 hour. You have advantage on all Perception checks relying on hearing.
92 You cast Inflict Wounds on yourself. The next spell you cast deals maximum damage. For the next minute, you are unable to cast any spell that causes damage of any type. You gain the effects of the blur spell for 1 minute, which does not require concentration to maintain.
93 All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. Suction cups appear on your hands and feet. You gain the Spider Climb spell for the next hour, and it does not require concentration to maintain. For the next hour, you appear to others to be the opposite gender.
94 The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. You immediately lose all unspent sorcery points and may not regain them until you have finished a long rest. Ethereal voices compliment you loudly every time you perform magic for the next 1d4 hours.
95 You gain two spell slots at your second-highest level for 1 week. You gain proficiency in all Constitution checks for the next hour, if you don’t already have it. The air around you becomes permeated with a bizarre and foul smell. For the next minute, any Charisma checks made nearby you are made at Disadvantage.
96 For the next day, any time you make an ability check, roll 1d6 and add the result. You gain the ability to speak with animals for 1 day. Everyone within 1d10 feet of you (except you) is healed by 1 point.
97 Until the start of your next turn, you are the priority target of any enemies that can see or sense you. All food and drink within 30 feet of you is purified. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Enshrouded objects are considered heavily obscured.
98 All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. You and one random character within 3d10 feet switch whatever they’re holding in their hands with each other. Your fingers become sore for 1 hour. During this time, you must succeed on a Dexterity saving throw against your spell save DC to cast a spell with a somatic component.
99 You jump forward in time exactly 1 minute, for 1 minute. From the perspective of everyone else, you cease to exist during that time. All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. You feel extremely nauseated. Make a Constitution saving throw against your spell save DC. If you fail, you must spend your next action throwing up.
100 All spells you cast within the next minute automatically fail. Your Constitution is decreased by 2 for 1 hour. You immediately lose one unspent sorcery point.

Containment Break

Starting at 1st level, you can deliberately let loose more magic than you should, casting a spell at one level lower (down to 0th level) with no loss of potency at the cost of guaranteeing a Magic Leak. This does not gain you access to higher-level spells earlier, merely allowing you to use a lower-level slot to cast them.

Luck-Breaker

Starting at 3rd level, you have the ability to twist fate using your magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend a sorcery point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. Doing so immediately causes a Magic Leak on the Nuisance level.

Injurious Absorption

Starting at 6th level, you can turn the power you've stolen on yourself and absorb your magic to recover spell slots, at the cost of taking one level of exhaustion and immediately provoking a Magic Leak at the Extreme level. The slots recovered can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher.

Tenuous Grip

At 14th level, you gain a modicum of control over the effects of your magic.

Directed Flow

With time and practice, you have learned to manage the severity of the leak. You may choose to roll 1d6 and add or subtract that from the 1d20 roll that determines the severity of your Magic Leak.

Luck-Maker

Through experience with your power, you gain insight over how a leak may manifest, and can direct it to a degree. When you would roll the d100 on the Magic Leak table, you may roll 3 times and choose the desired result from those three options.

Metamutable

Your spellcasting versatility has allowed you to gain the use of your metamagic when a magic leak occurs. When a spell would normally be affected by a source or multiple sources of metamagic, the effects - if applicable - carry over into the magic leak effect as well.

Will Imposed

As a free action you may, a number of times per long rest equal to your spellcasting modifier, roll 1d20 to attempt to negate a magic leak, entirely cancelling the effect. This is can be done before or after rolling to determine the effect but after rolling to see if the leak takes place. If the roll is 15 or higher, the leak is avoided.

Somewhat Contained, Somewhat Tamed

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. You can use the feature only once per turn.

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