Wizard
Base Class: Wizard

While all spellcasters must accept the fact that magic is a powerful and often unpredictable force, most believe that through the proper training and diligence it is something that one can learn to control. Like their sorcerous brethren, Wild Mages reject this precept, believing instead that controlling arcane magic is a futile goal that only limits one's potential to preconceived ideas of order. Instead, these arbiters of chaos embrace the randomness of unrefined wild magic, channeling it through their bodies like an electrical current, rather than trying to contain or control it. In many cases, this gives them a degree of power uncommon to other mages. At other times, however, the forces with which a Wild Mage dabbles backfires, a risk that all Wild Mages accept as a natural consequence of playing with proverbial—and sometimes quite literal—fire.

This unusual approach towards magic means that most Wild Mages prefer to operate alone. Wild Mages feel that they have little to learn from the strict practices of other arcanists and likewise feel they have nothing to give that those with the right attitude and gifts couldn't already acquire on their own. This does not, however, mean that all Wild Mages are cloistered individuals, hiding themselves away, though many were. Some are true heroes, who use their unusual grasp of the arcane to fight tyranny and injustice wherever they go—whether by choice or as a consequence of one of their wild surges whisking them off to places unknown. Others are villains, wielding their power as a weapon to oppress or destroy others. Yet others are truly mad, believing it is their purpose in life to spread as much chaos and instability as possible.

Wild Weave Surge

Starting at 2nd level, your study in wild magic allows you to channel raw arcane energy into your spells. Once per turn, whenever you cast a spell of 1st level or higher, your DM may have you roll a d20 against your proficiency modifier. On a fail, roll on the wild weave surge table for a magical effect. If that effect is a spell, It is too wild to be effected by other class features, and if that spell requires concentration,  it doesn't require concentration in this case; the spell lasts for its full duration. If the spell requires a saving throw, use your current spell DC.


 

Wild Weave Surge
d100 Effect d100 Effect
01-02 You erupt in a multicolored explosion of arcane energy. All creatures in a 20-foot-radius centered on yourself must make a Dexterity saving throw. A target takes force damage equal to your wizard level + your Intelligence modifier on a failed save, or half as much on a successful one. 51-52 You crackle with arcane energy. The next damaging spell you cast does an additional 1d10 lightning damage.
03-04 You grow an eye on the middle of your forehead for one minute. During this time you can see any invisible creature if you have line of sight to it, and you gain a 60 feet of darkvision, if you do not have it already. 53-54  You and all creatures within 30 feet of you gain vulnerability to the last damage type you received for one round.
05-06 A random small or tiny animal chosen and controlled by the DM appears in an unoccupied space within 5 feet of you. 55-56 A medium stack of various books appear within 20 feet of you, then disappear a minute later.
07-08 You are overwhelmed with primal fear. Make a Wisdom saving throw. On a failed save, you are frightened by the nearest creature for one minute. As an action on your turn, you can attempt the Wisdom save again to remove this effect early. 57-58 all flammable objects in a 10 foot sphere around you instantly are set aflame
09-10 You cast Magic Missile as a 5th-level spell. 59-60 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.
11-12 Roll a d4. on 1-2, your size decreases by one size category for one minute. On 3-4, your size increases by one size category for one minute. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Sleep as a 5th-level spell, centered on yourself. All creatures are effected by this spell, Including yourself. 63-64 you take 2d6 necrotic damage, as the arcane energy singes your flesh.
15-16 You instantly regain half of all your spent spell slots, up to 5th level. 65-66 You immediately cast one 1st level spell that you know without spending a spell slot
17-18 A small storm cloud appears 10ft above your head, following your movement, and rains down onto you, making you and the ground below you wet. this cloud dissipates after one minute, or until it is blown away by winds higher than 5mph. 67-68 you cast Spike growth as a 2nd-level spell, centered on yourself, as thorny vines sprout from the ground around you.
19-20 You cast Grease centered on yourself. 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.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 For the next minute, all vegetation in a 10ft radius around you begins to grow rapidly as if effected by the spell Plant Growth. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 You are forcefully shunted 20 feet backwards from where you are facing, and fall prone. 75-76 You are teleported up to 30 feet in a random direction.
27-28 The next spell you cast is upcasted to the max spell slot available to you, without consuming a spell slot. 77-78 You cast fireball as a 3rd-level spell centered on yourself.
29-30 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. 79-80 For the next minute, whenever a creature hits you with an attack roll, that creature takes 1d6 force damage, as magic lashes out in retribution.
31-32 Gravity surges around you. For one minute, at the start of your turn, each creature in a 15-foot radius, including yourself, must make a Strength saving throw or be knocked prone.  81-82 All doors, windows, chests, and anything locked within 60 ft. of you instantly unlock.
33-34 Each creature within 30 feet of you takes 1d10 necrotic damage. You gain temporary hit points equal to the sum of the necrotic damage dealt. 83-84 Two portals open in front of you 60 feet apart. A stampede of wild animals (DM's Choice) come rushing out, running between the portals. Everyone in a 60 foot long, 10 foot wide line in front of where you are facing must make a Dexterity saving throw or take 2d10 bludgeoning damage.
35-36 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 in a puff of silvery ribbons and smoke. 85-86 You cast Mirror Image.
37-38 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. 87-88 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be Stunned until the start of your next turn.
39-40 You regain 2d6 hit points. 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.
41-42 You are surrounded by illusory ribbons of magic and sparkles of light for one minute. 91-92 An arcane implosion occurs at a point of your choosing within 60 feet of you. any creature that is within a 15 foot radius of the point must make a Strength Saving Throw or be pulled into it's center and take 2d6 thunder damage.
43-44 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 93-94 For the next minute, you regain 1d6 hit points at the start of each of your turns.
45-46 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 95-96 You take 2d6 Necrotic damage and the ally closest to you regains hit points equal to the damage you took.
47-48 A swarm of 5d10*5 butterflies form in an unoccupied space within 60 feet. 97-98 You must move your maximum movement speed in a random direction, stopping early if you hit a wall or fall more than 15 feet.
49-50 The spell cast targets a random creature(s) in range of the spell, instead of the intended target. 99-00 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

 

Chaotic Studies

Wild Magic is ultimately a study into the esoteric and ancient. As such, Wild Mages search for knowledge in ways many find unconventional. You gain advantage on all arcana and history checks Involving the investigation of magic that is wild, ancient, or chaotic in nature. Additionally, when transcribing a spell into your spellbook, Roll a d20 and consult the table below.

Copying Spells
d20 Copying Effect
1 After spending Twice the Cost and Time, the spell is lost.
2-4 Twice the Cost and Time
5-9 Twice the Time; normal price
10-14 Half the cost; normal time
15-19 Half the cost and time
20+ The Spell is immediately transcribed into the spell book,

no cost or time spent

 

Chaotic Augmentation

At 6th level, you learn to further augment spells in a variety of ways. You gain a number of chaotic Augmentation charges equal to half your wizard level + 1. As a reaction after casting a spell of 1st level or higher, you can expend any number of charges to augment the spell's effects by rolling a d10 on the augmentation table below a number of times equal to the amount of charges used. If the effect(s) rolled do not apply to the spell, the charge(s) used are refunded. All charges are restored at dawn. Additionally, when using arcane recovery, you regain half your Intelligence modifier back in charges.

1d10 Result
1 Increase the spells strength. If the spell deals damage, it deals an addition dice worth of damage to the target. If it restores heath, it restores an addition dice worth of healing.
2

Increase the spell’s range. If the spell's range is touch it becomes 30ft. If the spell’s range is at least 30 feet becomes 60 feet. If the spell’s range is at least 60 becomes 120 feet. If the spell’s range is at least 120 feet becomes 1 mile.

3

Increase the spell’s duration. If the spell’s duration is at least 1 round becomes 1 minute. If the spell’s duration is at least 1 minute becomes 10 minutes. If the spell’s duration is at least 10 minutes become 1 hour. If the spell’s duration is at least 1 hour becomes 12 hours. If the duration is at least 12 hours becomes 1 day. If the duration is at least 1 day it becomes 1 month. If the duration is at least 1 month it becomes 1 year.

4

Increase the spell’s potency. If the spell requires a saving throw, increase the spell’s save DC by half your Intelligence modifier (rounded down). If the spell is a ranged spell attack, add half your Intelligence modifier (rounded down) to the attack roll.

5 Increase the spells level by 1. 
6 Remove the need for vocal, somatic, and material components.
7 If the spell forces a saving throw, you can choose a number of targets equal to your Intelligence modifier to automatically succeed the roll.
8 The spell does not require concentration. 
9 The spell is cast as a bonus action.
10 The spell is cast an additional time at no cost.

 

Wild Weave Manipulation

At 14th level, your continued study of Wild Magic has given you control over the chaos found in The Weave. Whenever you roll on the Wild Weave Surge table or the Chaotic Augmentation table, You may roll the dice an additional time and use either result. Additionally, you gain advantage on Chaotic Studies rolls.

Bend Magic

At 10th level, you gain the ability to twist The Weave in your favor. As a reaction whenever a creature within 60 feet of you is effected by a spell that requires an attack roll or saving throw, you can have that creature reroll, and you get to chose either result. you can use this ability a number of times equal to your proficiency modifier, and you regain all expended uses after a long or short rest.

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