Base Class: Sorcerer
This is my revised version of the Wild Magic Sorcerer. Feedback welcome!
Chaotic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Chaotic Spells table. Each of these spells counts as a sorcerer spell for you but doesn't count against the number of spells you know.
Chaotic Spells
| Sorcerer Level | Spells |
| 1st | dancing lights, hideous laughter, chaos bolt |
| 3rd | mirror image, enlarge/reduce |
| 5th | dispel magic, gaseous form |
| 7th | polymorph, confusion |
| 9th | synaptic static, telekinesis |
Wild Magic Surge
Starting when you choose this origin at 1st level, your spells can release bursts of wild magic. Whenever you cast a sorcerer spell, roll a d20. On a 1, the spell does not take effect and instead you roll on the wild magic surge table, to create a random 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 does not require concentration in this case, it lasts for the full duration. The spell slot is not expended.
Tides of Chaos
Starting when you choose this origin at first level, you can manipulate the forces of chance to gain advantage on one ability check, attack roll, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the wild magic surge table after Elemental you cast a sorcerer spell. The spell you intended to cast does not take effect. You then regain your use of this feature.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an ability check, attack roll or saving throw, you can use your reaction to spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the roll. You can do so after the creature rolls but before the any effects of the roll occur.
Elemental Resistance
When you reach 18th level, you gain the ability to synchronise your body to the elements. As a bonus action, you can gain resistance to one type of damage of your choice for 1 hour. Once you have used this ability, you cannot use it again until you finish a long rest, unless you spend 5 sorcery points.
Spell Bombardment
Beginning at 18th level, the damaging energy of your spells intensifies. Whenever you cast a spell and roll the highest possible number on any of the damage dice, roll it again and add that result to the damage.
Previous Versions
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8/14/2022 9:13:39 AM
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10
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0.1
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Coming Soon
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6/9/2024 12:08:58 PM
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98
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24
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Coming Soon
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