Fighter
Base Class: Fighter

Exposure to raw magic has had a permanent effect on you, imbuing you with simple magics and unpredictable surges of limitless potential. Can you tame the fractured weave within you, or will you let the magic run rampant?

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since your spells are more or less inherent due to your unstable prowess. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

Wild Strikes

At 3rd level, your strikes upset your already tenuous grip on the magic within you. When roll a natural 20 or natural 1 on an attack roll, you suffer a Wild Magic Surge. Roll a d100 and consult the table at the end of the subclass.

You can only suffer a wild magic surge once per round, even if you roll multiple crits or crit fails. Wild magic surges affect both your cantrips and weapons if it only lists one or the other.

Tandem Arcana

Beginning at 7th level, you learn to synchronize your magical abilities with your martial skill. When you take the attack action, you can replace one of your extra attacks with a cantrip.

Wild Luck

Starting at 10th level, your wild surges have adapted to aid you as well as an unpredictable force can. When you make an attack roll that misses, you can use your reaction to force a wild magic surge, making you roll in the surge table and allowing you to reroll your attack. You can use this reaction once per turn and up to half your proficiency bonus per long rest.

Discord

Once you reach 15th level, the chaotic weave within grows more unruly, wreaking more havoc in combat. If you roll more than one critical hit or critical fail in a turn, you suffer an additional wild magic surge, up to two surges a turn. If you roll three or more critical hits or critical fails in a single turn, you can roll on the surge table for each one and choose which two surges you suffer.

Lethal Instability

Starting at 18th level, your cantrips critically hit on a natural 19-20, but critically fail on a natural 1-2. If you roll either, you suffer a wild magic surge.

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