Sorcerer
Base Class: Sorcerer

This subclass adds hundreds of more options to the Wild Magic table, with much shorter effects. My goal with this is to make it less stressful for the DMs who see 'Wild Magic' and sigh, while also ensuring the player gets to play their character with more opportunities to use their subclass. This subclass was an endeavor to better balance between the Wild Magic Sorcerer, and and DM's discretion. 

This subclass completely removes the requirement for the DM to remind you to roll. Instead, you roll for every spell you cast, and if the roll matches or falls under the spell's level; you roll on the Wild Magic table. Using a magical item to cast spells has a higher chance of proccing the Wild Magic surge. You get this skill at level 1 with your Chaotic Surge (#1) ability. 

Your next ability is called Encompassing Chaos (#2); and this is an ability that allows you to share an effect from the Wild Magic table with another target in range. For example, if you roll to cast Fireball on yourself, you may also target an enemy. They gain the same effects as you do and, in this case, they explode. The skill works on allies and enemies alike, and can be very effective if used carefully. 

Your next acquired ability is called Severity Surge (#3), which you receive at 14th level. Simply put, this allows you to roll the Severity twice and choose which result to accept at the cost of Sorcery Points. 

The final and most powerful skill you will gain is called Moon's Calamity (#4). This skill potentially adds yet another layer of chaos to each damaging spell you cast. 

Each and every skill is subject to change since this subclass is still very new and has only been briefly tested. My goal is to make it fun and relatively balanced for both parties, while also making it just a tad bit chaotic. If you do decide to read and play this subclass, please leave a message on what your player(s)/DM says about it. I would love to know.

VERSION LOG:
v1 - (09/01/2023) Minor spelling and grammatical corrections. 
v2 - (01/31/2024) Added Chaotic Interference lvl 1 skill. Makes it to where the DM can nullify Chaotic Surge or alter its course. 
v3 - (01/31/2024) Changed table features, mostly specifications of spells.
v4 - (02/19/2024) Minor spelling and grammatical corrections. Linked and tagged all creature/spells/effects.
v5 - (02/19/2024) Minor wording adjustments to Chaotic Interference and Introduction. 
v6 - (09/13/2024) - Removed Chaotic Interference lvl 1 skill. Changed the lvl 20th Feature from Elemental Absurdity to a lvl 18th Feature, and changed Elemental Absurdity to Moon's Calamity. Added additional features to Encompassing Chaos lvl 6 skill (more uses at higher levels). 

Chaotic Surge

Your innate magical capabilities have a chance to cause uncontrollable outbursts of magic. Using spellcasting tools and weapons have a higher chance to proc an outburst of wild magic as the tool pulls it from within. 

Starting at 1st level, whenever you cast a spell at 1st level or above, roll a 1d20. If the number of the 1d20 meets or falls under the level of the spell, roll on the Wild Magic table. If you cast a leveled spell using a tool or weapon; roll a 2d20 and take the lower number. If the number meets or falls under the spell's level, roll on the Wild Magic table. 

This skill allows for a higher chance to roll on the Wild Magic table since more magic is used for higher level spells. 

Wild Surge

d100 1-5 6-15 15-20
1 Roll on this table at the start on each of your turns for the next minute, ignoring the result on subsequent rolls. Roll on this table at the start of each of your turns. You must take the middle column's results for each roll. You may immediately take 1 additional action.
2 For the next hour, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage, and the effect ends. You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. This does affect vocal spellcasting. For the next minute, you must shout when you speak.
3 You cast Fireball on yourself at 4th level. You cast Fireball at 3rd level on a random creature you can see within 20ft of you, including you. You cast Fireball at 3rd level on a point you can see within 60ft of you.
4 For 2d6 hours, you have a faint pink glow. Anyone trying to perceive you has advantage on their Perception check(s). You cannot become invisible during this time. For the next minute, you can see any invisible creature if you have line of sight to it. You cast Invisibility on yourself.
5 You and all creatures within 10ft of you gain vulnerability to piercing damage for 1 minute. You gain vulnerability to piercing damage for 1 minute. A random hostile creature within line of sight of you gains vulnerability to piercing damage for 1 minute.
6 You take 2d10 lightning damage as a bolt strikes you from above. You cast Lightning Lure on a random creature you can see within 15ft of you. Up to three creatures you choose within 30ft of you take 4d10 lightning damage immediately.
7 All of your hair falls out. It regrows the next morning. Your hair grows to double its current length over the next minute. It stays like this until you cut it. Your hair rapidly grows and then falls out, forming a small shelter made of hair. You cast Leomund's Tiny Hut on yourself. The spell can be blown away by a strong breeze.
8 The next single target spell you cast within the next minute must target one additional target. If there are no enemies, you must choose an ally, or yourself. The next single target spell you cast within the next minute is made with advantage. The next single target spell you cast that requires a saving throw; the target must make the save with disadvantage.
9 You cast Levitate on yourself. A random creature within 30ft of you gains a flying speed equal to its walking speed for 1 minute. You cast Levitate on a target within 30ft of you.
10 Every creature within 15ft 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. All hostile/friendly creatures within 30ft of you regain 2d8 hit points. You cast Cure Wounds at 3rd level. If an ally is within 5ft of you, you may use it on them. If there are no targets surrounding you, you then cast it on yourself.
11 You regain 1 expended sorcery point. You regain 2 expended sorcery points. You regain 3 expended sorcery points.
12 For the next minute, every creature within 60ft of you that hears you speak only hears insults. For the next hour, other creatures perceive you speaking Infernal even if you nor they speak Infernal. For the next hour, you must sing whenever, and whatever you speak. The effect can be ended by a Remove Curse spell.
13 All animals within 60ft of you regard you as a hostile/dangerous creature for 1 minute. The effect ends if they flee further than 60ft. You cast Speak With Animals on yourself at 1st level. All animals within 60ft regard you as a friendly creature for 1 minute. The effect ends if you or an ally make an attack against the creature(s).
14 The next 1st level spell you cast has a chance to backfire. Roll a 1d10. If the number is a 5 or below, the spell backfires onto you. The effect ends after 1 day. The next 1st level spell you cast does not consume a spell slot. The spell must be cast at 1st level and cannot be upcasted at all. The effect ends after 1 day. Any 1st level spell cast by an enemy within 30ft of you has a chance to backfire onto them. Roll a 1d10. If the number is a 5 or above, the spell backfires onto them. The effect ends after 1 day.
15 You emanate light in a 30ft radius for 1 minute. Any creature within 10ft of you that can see is blinded until the end of its next turn. You cast Light on a random item you are holding/touching. You immediately cast Daylight on yourself.
16 You are immediately swapped with the first hostile creature who makes an attack against you within 30ft of you. A random creature you can see within 60ft of you is swapped with another random creature within 30ft of you. You magically teleport 30ft into an unoccupied space of your choice. This does not proc an attack of opportunity.
17 For the next minute, a random creature within 60ft of you gains resistance to fire and cold damage. For the next minute, you gain resistance to fire and cold damage. You and one ally within 20ft of you become resistant to fire and cold damage for 1 minute.
18 You can only speak to and understand snakes and other reptiles for the next hour. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake (or a lisp).  You summon a Constrictor Snake as if it were a familiar. It may only use its grapple attack, and will disappear 1 minute later.
19 All hostile creatures within 20ft of you gain a +2 bonus to their AC for 1 minute. You may use the spell Shield as a reaction until the beginning of your next turn. All allies within 20ft of you gain a +2 bonus to attack and damage rolls on the next melee weapon attack they make within the next minute. The effect ends after one turn, whether they hit or not.
20 You become blind, but gain blindsight for 1 minute. You can hear exceptionally well for 1 day, gaining advantage for all Perception checks related to sound. You gain the service of an Arcane Eye for 1 minute. It does not require concentration.
21 On the next attack roll you make, you must roll a 1d10 and subtract that number from the total damage done. You grant a 1d4 inspiration die to two random targets, other than yourself, within 20ft of you. You grant a 1d8 inspiration die to two targets, other than yourself, within 20ft of you.
22 Minimize the damage on the next spell you cast within the next minute. You may re-roll damage on the next spell attack. You must take the new roll(s). Maximize the damage on the next spell you cast within the next minute.
23 You become frightened of a random creature within range. Your eyes glow an eerie red for 1 minute. Any creature within 10ft of you must roll a Wisdom Saving throw against your spell save DC, or be frightened of you for 1 minute. Creatures may reroll the save at the end of each turn if in combat. You cast Cause Fear on a target within range.
24 Black vines wrap around your legs. You must use an action to get them off of you. Until then, you are unable to use your movement. You teleport 10ft in a random direction. Roll a 1d4 (North, East, South, West) to determine which direction. You will not teleport into obviously dangerous grounds (off of cliffs, into lava, etc). You can teleport up to 20ft as a reaction. Any creature attacking you (who procs the reaction) must roll with disadvantage.
25 An imp appears within 30ft of you. Make a Charisma saving throw against your spell save DC. If you succeed, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day. A unicorn controlled by the DM appears in a space within 5ft of you. You cast Summon Beast at 2nd level on a point within range.
26 A random creature's weapon within 10ft of you sprouts a mouth, biting the hand of whoever holds it. They immediately take 1d6 slashing damage, and the effect ends. A random creature's weapon within 10ft of you sprouts a mouth, licking the hand of whoever holds it. They must roll a Constitution Saving throw to maintain their grip on the handle, or drop the weapon. A random hostile creature's weapon within 30ft of you sprouts a mouth, casting Vicious Mockery on them.
27 You and all creatures within 30ft of you gain vulnerability to necrotic damage for 1 minute. You gain vulnerability to necrotic damage for the next minute. You cast Wither and Bloom at 2nd level centered on yourself.
28 You immediately take 2d6 psychic damage. A bad joke comes to mind and until you tell it (which takes an entire action), you are incapacitated by laughing. You cast Tasha's Hideous Laughter at 1st level on a creature within 30ft of you.
29 A gentle gust of wind blows outward from you. All creatures within 40ft of you can feel it, but it otherwise does nothing. Phantasmal butterflies fly through the air around you, but otherwise do nothing. The effect lasts for 1d4 hours.  You immediately cast Prestidigitation.
30 You suddenly forget how to speak common for 1d6 hours, and must speak another language. For the next 1d4 hours, you can understand any language when spoken. However, you can no longer read any writing. You understand one random language that you did not know before for the next day. The effect ends after a long rest.
31 Your thoughts are silenced, instead depicting themselves above your head. All creatures within 30ft can hear/see your thoughts. The effect lasts for 1d4 hours. You can detect the thoughts of 1 creature you can see within 30ft of you for 1 minute. You see the imminent future of a hostile creature within 10ft of you. You can spend an action telling them of their future. They must roll a Wisdom Saving throw against your spell save DC, or be stunned for one turn.
32 You cast Cure Wounds at 3rd level. However, the spell will remove your hit points to heal your target. Whatever they gain, you lose. This will not bring you below 1 health. Your next healing spell heals an extra 2d8 health. Golden light surrounds you. Creatures within 5ft of you gain double their healing. The effect lasts 1 minute or until you are reduced to 0 hit points.
33 One randomly-chosen non-magical item in your possession that weighs 1 pound or less mysteriously disappears (DMs discretion). One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated (DMs discretion). A random common potion appears in your bag (DMs discretion).
34 You cast Entangle centered on yourself. You gain Freedom of Movement for 1 hour. Spectral wings appear on your back. You gain a flying speed equal to your walking speed for 1 hour.
35 You and all creatures within 15ft of you gain vulnerability to slashing damage for 1 minute. You gain vulnerability to slashing damage for 1 minute. You gain resistance to slashing damage for 1 minute.
36 You are charmed by a random creature within range. If you fail the save, you are under the effects of Charm Person. You and a random hostile creature share an intense feeling of kinship. You cannot make an attack against each other for 1d4 rounds. You cast Charm Person on a random enemy within 30ft of you.
37 You gain the ability to walk on water for 1 day. Your swimming speed is increased by 10ft for 1 day. You gain the ability to breathe underwater for 1 day.
38 A shiny red button magically appears within 60ft of you. If the button is pressed, those within 10ft take 3d4 poison damage as wasps swarm them. The button vanishes after 3 presses or turns. A shiny red button magically appears within 30ft of you. If the button is pressed, those within 10ft take 1d4 poison damage as bees swarm them. The button vanishes after 3 presses or turns. A shiny red button magically appears within 30ft of you. If the button is pressed, those within 10ft heal 1d10 hit points. The button vanishes after 3 presses or turns.
39 Your next ranged attack is made with disadvantage. If it is an effect, the enemy rolls their save(s) with advantage. Your next ranged attack does an extra 1d6 damage. All allies within 20ft of you gain a +2 bonus to attack and damage rolls to the next ranged weapon attack they make within the next minute. The effect ends whether they hit or miss.
40   Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a sheep for 1 minute, as if by a Polymorph spell. Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a dire wolf for 1 minute, as if by a Polymorph spell.  You immediately cast Polymorph on yourself.
41 For the next hour, you and anyone within 10ft of you believe walls look delicious and must have a taste. You lick the closest wall to you until someone points it out, and then the effect ends. If you are in combat, then this effect activates after combat has finished. And yes, it affects enemies. 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 can see and hear through any solid, non-magical wall that is 6 or fewer inches thick.
42 You immediately take 1d10 psychic damage as hostile, uncontrollable thoughts invade your mind. You have a deep-seated distaste for the first hostile creature you see. You cannot target anyone other than them until they fall unconscious or disappear from your sight. You cast Crown of Madness on a random hostile creature within 30ft of you. If there is none, then nothing happens.
43  You cast Confusion centered on yourself. You suddenly feel as if someone is watching you. The feeling persists for 1d4 hours. While paranoid, you have disadvantage on all Perception checks. You immediately cast Calm Emotions centered on yourself.
44 If an enemy within 15ft of you would fall unconscious within the next minute, they instead fall to 1 hit point and remain conscious. If you die within the next minute, you come back to life as if by the Reincarnate spell. If an ally within 10ft of you would fall unconscious within the next minute, they instead fall to 1 hit point and remain conscious.
45 Fog pours out of your mouth whenever you speak and surrounds your head, blinding you, and preventing you from speaking. This effects vocal spellcasting and sight-reliant spellcasting. The effect lasts for 1 minute. Fog pours out of your mouth and surrounds you in a 20ft radius. You cannot speak, but you can barely see through the cloud. The fog lasts for 1 hour and heavily obscures the area. Fog begins pouring from a random creature's mouth within range in a 20ft radius. They cannot speak, but can barely see through the cloud. The fog lasts for 1 hour and heavily obscures the area.
46 The next enemy that takes the attack action makes their first attack with advantage. Make your next attack with advantage. During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new result.
47 You cast Hunger of Hadar on yourself. You become ridden with hunger. Roll a Constitution saving throw. On failure, you use a bonus action to eat your remaining rations (up to 5 rations). On success, you resist the urge. If you have no rations, eat a random allies' rations. You and all allies within 10ft of you regain 1d10 temporary hit points after the next cooked meal.
48 You cast Alter Self at 2nd level on yourself and can only use Change Appearance (in spell description). You must take the form of one of your allies' for the spell's duration. For the next hour, you appear to others to be the opposite gender. You yourself do not notice this and appear normal. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face. The effect can be removed by a Remove Curse spell.
49 All hostile creatures within 30ft of you heal 2d8 hit points. You cast Healing Spirit at 2nd level on yourself. All allies within 20ft of you heal 2d8 hit points.
50 For 1 minute, all hostile creatures within 20ft of you gain resistance to fire, lightning, psychic, and necrotic damage. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. For 1 minute, all allies within 15ft of you gain resistance to fire, lightning, psychic, and necrotic damage.
51 Gain the Sympathy effects of the Antipathy/Sympathy spell for 1d4 hours. Roll a 1d4 to determine the creature type (Kobolds, Orcs, Goblins, Dragons). You immediately cast Command on a random hostile creature within 30ft of you. Roll a 1d4 to determine the effect (Flee, Grovel, Stop, Approach). Gain the Antipathy effects of the Antipathy/Sympathy spell for 1d4 hours. Roll a 1d4 to determine the creature type (Kobolds, Orcs, Goblins, Dragons).
52 You have disadvantage on the next saving throw against any charmed condition. You have advantage on the next saving throw against any charmed condition. You and a random creature within 30ft gain invulnerability to any charmed effect. This lasts for 1 round. If the creature or yourself were under a charmed effect, immediately make a saving throw with advantage.
53 Take 1d4 psychic damage and roll on the Wild Magic table once more. You must take the left-most column's option. The next time you cast a spell, roll twice on this chart. Both effects will apply simultaneously. Gain 1d4 health and roll on the Wild Magic Table once more. You must take the right-most column's option.
54 The next spell with a casting time of 1 bonus action must be cast as an action. If the spell takes an action then you must use your action, reaction, and movement. You may cast any cantrip as a bonus action on your next turn. The next spell with a casting time of 1 action can be cast as a bonus action. This does not use any sorcery points.
55 The next creature within 20ft of you that is targeted by a spell, including allies, that requires a saving throw must make the saving throw with disadvantage. If you cast a spell with a saving throw within the next minute, the target gains disadvantage on its saving throw. The next enemy within 30ft of you that is targeted by a spell that requires a saving throw, not casted by you, must make the saving throw with disadvantage.
56 You immediately gain 5 temporary hit points. You immediately gain 10 temporary hit points. You immediately heal 2d10 hit points. If you are fully healed, they are then temporary hit points.
57 A random creature within 60ft of you is poisoned for 1d4 hours. All food and drink within 30ft of you is purified. You are immune to being intoxicated for 5d6 days.
58 Webs tangle your feet. Your movement speed if halved for the next minute. You gain Spider Climb for 1 minute, and it does not require concentration to maintain. You cast Web on a point within 40ft of you.
59 You cast Color Spray at 3rd level on yourself and in a random direction. Roll a 1d4 to determine the direction (North, East, South, West). You get something in your eye and must take a bonus action to remove it. Until then, you have disadvantage on all attack rolls. You gain the effects of the Blur spell for 1 minute, which does not require concentration to maintain.
60 For the next day, you cannot lie. If you do lie, you take 2d6 psychic damage and the effect ends. You cast Sending at 3rd level, sending a message to the last creature you spoke/interacted with. You must use the maximum word count. You cast Zone of Truth at 2nd level on yourself.
61 Enemies within 30ft of you are immune to Magic Missile for 1 minute. You cast Magic Missile as a 5th-level spell. Allies within 30ft of you are immune to Magic Missile for 1 minute.
62 One random creature within 30ft of you gets a -2 to their AC for 1 minute. You gain a +1 to your AC for 1 minute. One creature of your choice, excluding yourself, gets a +2 bonus to their AC for 1 minute.
63 Wild winds whisk around you, blowing your hair and clothes in random directions. If you are carrying anything less than 1lb, that too will get blown away. The effect lasts for 1d4 hours. A storm cloud appears over your head. Roll a 1d4 to determine the type of weather, (Rain, Snow, Thunderstorm, Nothing). The cloud follows you for 1d4 hours, but otherwise does nothing. A double rainbow appears nearby, no matter the weather. It's pretty.
64 The next weapon to hit a creature within 10ft of you creates a booming sound. Each creature within 10ft of the attack must make a Constitution saving throw against your spell save DC, or be knocked prone. You cast Thunderous Smite at 1st level on your next melee attack. You cast Lightning Arrow at 3rd level on a random weapon within 30ft of you. It does not require concentration.
65 Immediately cast a cantrip that does not do any damage. You regain a 1st level spell slot. You regain a 2nd level spell slot.
66 Each creature, friendly or otherwise, within 20ft of you gains 5 temporary hit points per round for 1 minute. The temporary hit points will disappear after 1 minute has passed or they are reduced to 0 hit points. You regain 5 hit points per round for 1 minute. If you are fully healed, you gain temporary hit points. The temporary hit points will disappear after 1 minute has passed, or you are reduced to 0 hit points. Up to 3 creatures of your choice within 30ft of you regain 10 hit points each round for 3 rounds. If they are fully healed, they gain temporary hit points. All temporary hit points will disappear after 1 minute has passed or until they are reduced to 0 hit points.
67 An enemy immediately casts Eldritch Blast at a random target. You immediately cast Eldritch Blast. You and a random ally within 10ft of you gain resistance to necrotic damage for 1 minute.
68 You cast Moonbeam at 2nd level on yourself. The spell does not require concentration, however it cannot be moved. You immediately take 2d10 radiant damage. You cast Moonbeam at 2nd level on a point within 30ft of you. The spell does not require concentration, however it cannot be moved once cast.
69 Roll a 1d100. The DM chooses which Severity column to take from the roll. The DM rolls the Wild Surge (1d100). You roll the Severity (1d20). On the next Wild Magic Surge, roll a 1d100. You may choose which Severity column to take from the roll.
70 The next creature to make an attack against you gets a +2 bonus to their attack and damage for 1 minute. The effect only applies if they target you. Roll a 1d10 and add that to your next damage roll. The damage type matches the spell or weapon type. You are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to Magic Missile.  
71 All creatures within 20ft of you, including you, must make a Dexterity save against your spell save DC or be affected by a Faerie Fire spell. You and your allies begin to glow varying colors. This glow sheds light in a 10ft radius but otherwise does nothing. The effect ends after 10 minutes. All hostile creatures within 20ft of you begin glowing. They cannot hide or become invisible for 1 minute.
72 You and 2 random allies within 30ft of you must make a Constitution saving throw against your spell save DC. If they fail, they must interact with every NPC they come across or take 2d10 psychic damage, and the effect ends. You cannot interact with any NPC for the next in-game hour. If you do, you take 2d10 psychic damage, and the effect ends. You must interact with every NPC that you come across within the next 1d4 hours. If you fail to do so, you take 1d10 psychic damage, and the effect ends.
73 Gravity weighs you down. Your movement speed is reduced by 10ft. You suddenly become much lighter as gravity stops affecting you. You move at half speed, but can jump up to 30ft in the air. You do not take fall damage while under the effect. Immediately cast the spell Feather Fall at 1st level, and you must target 5 random creatures within 60ft of you.
74 You stink to humanoids but smell nice to all animals. They regard you as a friendly creature until the effect wears off. The effect lasts for 1d4 hours. You can smell something sweet cooking in the distance. The effect lasts for 1d6 days. You smell really nice. All humanoids regard you as a friendly creature until the effect wears off. The effect lasts for 1d4 hours.
75 A small collective of flowers grows from your head and with it a rather large nonvenomous spider under the DM's control. A flower randomly grows from your head, attracting pollinators such as bees and butterflies. Two birds fly by, dropping a flower crown onto your head. Birds of different species are attracted to you and flutter around your head.
76 When you're next reduced to 0 hit points, you release a well of hellish magic around yourself. You deal 2d10 fire damage to any creature within a 10ft radius of you. If another creature is reduced to 0 hit points because of this effect, they too will deal 2d10 fire damage within a 10ft radius. You can only take this damage once and it does not stack. When you're next reduced to 0 hit points, you release a well of purifying magic around yourself. You immediately cure any sickness or disease of any creature(s) within 10ft of you. In addition, any creature charmed makes another saving throw with advantage. When you're next reduced to 0 hit points, you release a well of healing magic around yourself. You immediately heal 4d6 health in a 10ft radius. This effect does not cause unconscious individuals to wake up even if they heal.
77 You and any clothing you are wearing loses all color. The effect lasts for 1d10 days and can be ended early with a Remove Curse spell. Your skin turns light blue. The effect lasts for 1d10 days and can be ended early with a Remove Curse spell. Your skin turns a color of your choice. The effect lasts for 1d10 days and can be ended early with a Remove Curse spell.
78 Immediately cast Dispel Magic at 3rd level. The spell will target the closest magical effect to you, including allies' spells. Immediately cast Counterspell at 3rd level as a reaction to the next spell being cast. The spell takes effect whether it is an ally or an enemy casting the spell. You immediately whisper strange words towards a creature you can see within 30ft of you. If they are concentrating on a spell, they must reroll the save with disadvantage.
79 You immediately cast Ice Storm centered on yourself. Numbing cold takes hold of you. Make a Constitution saving throw. On a fail, you make your next attack with disadvantage. On success, nothing happens. You feel the touch of the grave. You cast Frost Fingers in a random direction. Roll a 1d4 to choose the direction (North, East, South, West).
80 You are suddenly engulfed by a large bubble. On each turn, the bubble moves in a random direction until it hits an inanimate object. When it pops, you and everyone within 5ft of the bubble take 2d10 force damage. You cannot pop this bubble, although allies can push or pull it towards an object. You are suddenly engulfed by a large bubble. Physical attacks bounce off. The bubble can only sustain 3 attacks before popping naturally. Magical weapon attacks will pop the bubble instantly and will still hit you. While inside, you cannot move or attack. As an action you can pop the bubble. You are suddenly engulfed by a large bubble. Spells 2nd level or below bounce off the bubble and are reflected back to the caster. Any spell 3rd level or above instantly pops the bubble and will still hit you. The bubble can only sustain 3 spell attacks before popping naturally. While inside, you cannot move or attack. As an action you can pop the bubble.
81 All creatures within 5ft of you must roll a Constitution saving throw against your spell save DC. On a fail, they begin sneezing whenever they attack and must roll attacks with disadvantage. The creature may reroll the saving throw at the end of their turn. The effect lasts for 1 minute or until they end their turn further than 5ft from you. A bouquet of flowers erupts from your scalp and shoulders, releasing a puff of pollen. All hostile creatures within 5ft of you must make a Constitution saving throw against your spell save DC or begin violently sneezing. Their next attack is with disadvantage. The effect ends after one round or if they end their turn further than 5ft from you.  Any hostile creature within 5ft of you must roll a Constitution saving throw against your spell save DC. On a fail, they begin sneezing whenever they attack, and must roll attacks with disadvantage. The creature may reroll the saving throw at the end of their turn. The effect lasts for 1 minute or until they end their turn further than 5ft from you.
82 You can see the ghosts of the recently deceased fluttering around you. You take 2d4 necrotic damage. You become zombie-like and can only speak in grunts and groans. Your movement is reduced by 10ft. The effect ends after 1d4 hours. You cast Speak with Dead at 3rd level.
83 You cast Haste at 3rd level on a random enemy within 20ft of you. If there are none, then nothing happens. You cast Haste on yourself at 3rd level. You cast Haste at 3rd level on a random ally within 20ft of you. If there are none, then nothing happens.
84 A spectral squid appears before you. You must roll a Charisma saving throw against your spell save DC. If you fail, you are grappled by the squid for 1 round. The squid vanishes 1 minute later. If you succeed, nothing happens. A spectral squid appears before you. You must roll a Charisma saving throw against your spell save DC. If you fail, the squid creates a dark cloud in a 10ft radius around it. This counts as magical darkness. If you succeed, nothing happens. The squid vanishes 1 minute later. A spectral squid appears before you. You must roll a Charisma saving throw against your spell save DC. If you fail, the squid flees as quickly as possible. If you succeed, the closest enemy becomes grappled for 1 round.
85 A random creature's weapon within 30ft of you bursts into flames. The next melee attack does an extra 1d6 fire damage. The effect ends after 1 round. For the next minute, any object not being worn or carried bursts into flame if you touch it. The effect lasts for 1 hour. You immediately cast Ashardalon's Stride on yourself. It does not require concentration to maintain.
86 A random enemy's size increases by one size category for 1 minute. Your size increases by a size category for 1 minute. You and a random ally's size increases by one size category for 1 minute.
87 Your armor shrinks in size and weight. You lose a -1 to your AC but have advantage on Dexterity checks/saves for 1 minute. If you are not wearing any armor, then nothing happens. Your armor grows in size and weight. You gain a +2 to your AC, but have disadvantage on all Dexterity checks/saves. The effect lasts 1 minute. If you are not wearing any armor then nothing happens. You and your allies' armor does not change size, however it feels much lighter. You and every friendly creature within 10ft of you gain an additional 10ft of movement for 1 minute.
88 You immediately cast Thaumaturgy. Roll a 1d6 to determine the effect (listed in cantrip's description). 1 is the top, 6 is the bottom. You immediately cast Skywrite at 2nd level, and must depict the last 10 words you heard in the sky for all to see. It does not require concentration. Soft harmonic music plays around you and your allies, but otherwise does nothing. The effect lasts for 1d4 hours.
89 A thorny bush surrounds you in a 10ft radius. The terrain is now considered difficult terrain. Any creatures who move into this patch or end their turn inside, must make a Dexterity saving throw or take 1d4 piercing damage. You immediately cast Thorn Whip on a random creature within 30ft of you. A small handful of berries appears in your hand as you immediately cast Goodberry at 1st level. In addition, you may spend 30 minutes slowly cooking all 10 berries into a stew. Up to 10 creatures who consume this stew will recover 1d4 hit points each. The stew spoils after 24 hours.
90 You suddenly fall ill. Roll a Constitution saving throw against your spell save DC. If you fail, you become poisoned for 1d4 rounds, and the effect ends. If you succeed, you take half damage and are not poisoned. You immediately cast Ray of Sickness at 1st level on a creature within 60ft of you. You and one random creature within 10ft of you become immune to poison and disease for 1 minute.
91 A random creature within 15ft of you sees all coins; copper, silver, gold, or platinum, as dull rusted copper coins. This effect lasts for 1d4 hours. A random creature within 10ft of you sees all coins; copper, silver, gold, or platinum, as shiny gold coins. The effect lasts for 1d4 hours. A random creature within 5ft of you sees all coins; copper, silver, gold, or platinum, as shiny platinum coins. The effect lasts for 1d4 hours.
92 A carrot falls from the sky and plops on the ground. 1d6 bunnies appear at your feet and instantly flee. A strange whistle blows with the wind. 1d6 puppies of varying breeds appear at your feet. You hear a scraping sound, as if someone is opening a can or toolkit. 1d6 kittens of varying breeds appear at your feet.
93 Thin dark tendrils of vines sprout around you in a 10ft radius. If a creature ends their turn within these vines, including you, they must make a Dexterity saving throw against your spell save DC or be grappled. Vines sprout around you in a 10ft radius as large pumpkin-like fruits rapidly grow. The terrain is considered difficult terrain. The effect ends after 1 minute. Immediately cast Speak With Plants at 3rd level.
94 A Nightmare appears in an unoccupied space within 60ft of you. Butterflies with wings made of fire flutter around you. You cannot hide and have disadvantage on any stealth checks made within the next hour. In addition, anything they touch that is not being worn or carried bursts into flame. On the next instance of damage against you; immediately cast Hellish Rebuke at 4th level. This effect lasts indefinitely until you take damage.
95 Immediately lose concentration on an active, casted spell. If there is none then nothing happens. Roll with disadvantage on your next concentration check to maintain a casted spell. You have advantage on the next concentration check to maintain a casted spell.
96 Sand sprays up around you in a 5ft radius. You and any creature within that range are now blinded until you remove it. This takes one action. Immediately cast Wall of Sand at 3rd level directly in front of you to the max range (90ft) if possible. The spell does not require concentration. Immediately cast Conjure Elemental at 5th level. Roll a 1d4 to determine which elemental appears Gargoyle, Earth Elemental, Magmin, Nothing and the spell fails.
97 You cast Invisibility on a random creature within 10ft of you. You gain Truesight up to 30ft. You cast Darkness at 2nd level on a point within 60ft of you. It does not require concentration.
98 You cast Major Image at 3rd level and depict a dragon of some kind. This image affects all creatures that can perceive it, even you. Roll a 1d4 to determine the dragon type (Astral, Chromatic, Gem, Metallic). All creatures must make a Wisdom saving throw against your spell save DC. On a fail, the dragon is believed to be real. On success, the creature(s) know it is an illusion. Immediately cast Dragon's Breath on yourself. You fire it in a random direction. Roll a 1d4 to determine the direction (North, East, South, West). You may attack with this spell only one turn, and then the effect ends. You cast Dragon's Breath on a random ally within 5ft of you. If there are none, you cast it on yourself. You may only attack with this spell only one turn, and then the effect ends.
99 You immediately cast Enlarge/Reduce on yourself and must take reduce. Roll a 2d10. Your height grows in inches with the first roll, and shrinks with the second. The effect ends after 1d4 hours. You and a random creature within 10ft of you become affected by the spell Enlarge/Reduce. You may choose which one.
100 You immediately lose 3 sorcery points. The next effect of sorcery points is altered. Careful Spell completely nullifies any damage done to the chosen few. Distant Spell triples the range of spells and gives a 40ft range to touch spells. Empowered Spell maximizes the damage of the spell cast. Extended Spell triples the spell's duration. Heightened spell causes the target to immediately fail the next saving throw. Quickened spell allows you to cast two spells on your next turn, even if they are both leveled spells. Subtle spell nullifies any magical signals at all, meaning that no creature or being knows you cast a spell by any means, even Detect Magic. Twinned Spell allows you to target 3 creatures. You may only use one of these effects, and then it ends.  You regain all expended sorcery points.

Encompassing Chaos

At 6th level, you gain the ability to share your chaotic nature with those around you. As a reaction, you can share an effect from the Wild Magic table with a creature you can see within 60ft of you. The effect must be centered, or cast, on yourself in the same turn order, and cannot be stored for later use.

You may use this feature once per short rest. At 10th level, you may use this feature twice per short rest. At 17th level you may use this feature three times per short rest. 

Severity Surge

 At 14th level, you've gained insight to your Wild Magic outbursts. Each time you roll on the Wild Magic table, you can spend 2 Sorcery Points to roll an additional Severity (1d20) roll and choose which result to keep. 

You may use this ability a number of times equal to your Charisma modifier.

You regain all uses of this skill after a long rest.

Moon's Calamity

At 18th level, you have become one with the tides of chaos. When you roll damage for a casted spell and roll the maximum value on a die; roll another die. If you roll the maximum value again, choose one of the following effects per dice:

Options Effect
1 Add that roll to your damage. 
2 Alter the element of the casted spell.
3 Target an additional creature with the spell, so long as the spell is single-target. If the spell is not single-target, instead increase the radius of the spell by 5ft. 
4 Immediately gain temporary HP equal to your Sorcerer level plus your Charisma modifier. 
5 Immediately restore 1 Sorcery Point. 
6 Roll on the Wild Magic Table. This effect can be used if the casted spell has not procced a Wild Surge already. If the spell has procced a Wild Surge, you may instead use this skill to nullify the effect from the Wild Magic table for that instance. 

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