Base Class: Sorcerer
Magic flows through every fiber of your being, an untamed force that courses through your veins like a wild river. You wield your power in its rawest form, channeling the arcane energy that suffuses your soul. This connection to the very essence of magic allows you to attempt casting any sorcerer spell, but such raw power comes with great risk. The Wild Nexus sorcerer embraces the chaotic nature of their abilities, wielding power beyond the constraints of knowledge and tradition.
Arcane Instinct
At 1st level you can feel the ebb and flow of magic around you, granting you the ability to tap into spells you do not know.
Wild Cast: As an action, you can attempt to cast any sorcerer spell of a level for which you have spell slots. Roll a d20 against DC 8 + the spell’s level. On a success, the spell is cast successfully. If the spell has a casting time or concentration the normal rules apply. You still need to perform the relevant somatic, verbal and material components for the spell you want to cast.
On a failure, roll on the Arcane Backlash table and suffer the consequences.
Arcane Backlash Table
d6 | Effect |
---|---|
1 | Magical Overload: You take force damage equal to twice the spell's level and are stunned until the end of your next turn. Additionally, the spell fails. |
2 | Backfire: You take damage of the same type as the spell's effect, equal to the spell's level times two, and are pushed 10 feet away from your current position. Additionally, the spell fails. |
3 | Arcane Feedback: You and all creatures within 10 feet take force damage equal to the spell's level, and you are knocked prone ending your turn. Additionally, the spell fails. |
4 | Mana Burn: You lose a number of sorcery points equal to the spell's level (minimum 1). If you don't have enough sorcery points, deplete them and take psychic damage equal to twice the missing sorcery point. Additionally, the spell fails. |
5 | Mystic Drain: Your current spell slots are reduced by one level (e.g., a 3rd level slot becomes a 2nd level slot, 1st level slots are removed). This effect lasts until you finish a long rest. If you have no slots left, you take necrotic damage equal to three times the spell's level. Additionally, the spell fails. |
6 | Chaotic Surge: Roll twice on the Wild Magic Surge table (Player's Handbook p. 104) and apply both effects. The spell succeeds but the DM picks the target/targets. |
Chaotic Surge
At 6th level your connection to raw magic allows you to channel its power more effectively, reducing the risk of mishaps.
- Arcane Reflexes: When you use your Wild Cast feature, you can add your Charisma modifier to the spellcasting ability check.
- Arcane Surge: Once per long rest, when you successfully cast a spell using Wild Cast, you can regain sorcery points equal to the level of the spell.
Arcane Distortion
At 14th level your mastery of chaotic magic allows you to warp and twist the spells cast by your enemies, reshaping their arcane energy into something new.
When a creature you can see within 60 feet casts a spell, you can use your reaction to attempt to change the spell into a different spell of the same level. Spend sorcery points equal to the level of the spell and roll a d20 against a DC 8 + 2x the spell's level and add your charisma modifier. On a success, the original spell is countered, and you can choose a new spell of the same level from the sorcerer spell list (Target stays the same if possible, if not your DM picks a new target). The new spell is cast instead, using the original caster's spell slot and spellcasting ability. On a failure, magic overloads inside you and the original spell is cast as intended, you take psychic damage equal to twice the spell's level.
Spellweaver's Mastery
At 18th level when you cast a spell using Wild Cast and succeed, you can immediately cast another spell of a level 3 lower than the wild cast spell as part of the same action from your known spells, without expending an additional spell slot. The second spell must target the same creature or area and it must be a valid target for the spell (e.g. finger of death targets a creature, fireball targets the area around the creature is ok. Finger of Death + Blink is not unless you use Finger of Death on yourself).
You can use this feature a number of times equal to your proficiency bonus. All charges are restored after a long rest.
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