Magic is a force of nature—beautiful, mysterious, and often dangerous. For most sorcerers, this power flows through them in a way that reflects its source, whether through the primal rage of storms, the calm radiance of celestial beings, or the untamed chaos of wild magic. But for you, magic is something entirely different. It doesn’t flow—it twists. It doesn’t harmonize—it mutates.
The arcane power within you is an anomaly, a force unbound by logic or nature. You were meant to wield magic like any other, but something ancient and unknowable has infected your essence. Your spells do not behave as expected; they surge, falter, transform, and explode in unpredictable ways. Reality warps around you, and even the most practiced wizards can’t explain your magic’s alien tendencies.
You are the eye of a storm, an agent of chaos whose power defies understanding. Those who fight beside you know that your abilities are as likely to save them as they are to incinerate everything in your path. But amidst this maelstrom, you’ve learned to embrace the unpredictability, channeling your fractured connection to the arcane into something uniquely your own.
As a Mutant Flux Sorcerer, your path is one of risk and reward. Your magic reflects the chaotic ebb and flow of the universe, forcing you to adapt to wildly unpredictable outcomes while rewarding boldness and creativity. Whether altering the battlefield, unleashing destructive power, or bending reality to your will, your magic keeps everyone—foes, allies, and even yourself—on edge.
Your powers make you stand out in more ways than one. Your spells may manifest in strange, otherworldly colors or take on shapes no mortal mind can comprehend. Those around you can feel the chaos radiating from you, the air thick with tension as your magic lashes out in fits and starts. Perhaps your power was bestowed upon you by a forgotten ancient entity, maybe your powers are a strong genetic mutation from a bloodline of Wild Magic Sorcerers, or perhaps it arose from a rift in reality itself. Either way, your presence unsettles even the most seasoned adventurers. People whisper about you behind your back, their voices full of fear, admiration, or a little of both.
Level 3:
Expanded Spell List (Mutated Magic)
Starting at 1st level, your chaotic magic grants you access to spells from other disciplines. These spells count as Sorcerer spells for you and do not count against the number of spells you can prepare:
| 3rd |
Silence, Tasha’s Hideous Laughter, Dissonant Whispers, Arms of Hadar, Bane |
| 5th |
Call Lightning, Glyph of Warding |
| 7th |
Evard’s Black Tentacles, Bestow Curse |
| 9th |
Wall of Force, Modify Memory |
Level 3:
Flux Affinity
Your magic is a wild, uncontrollable force, reshaping itself into strange and alien manifestations. Whenever you cast a spell of 1st level or higher, roll a d100 and consult the Flux Table below to determine the outcome. You may also expend 1 Sorcery Point to reroll the d100, using the second result:
| 1 |
The spell fails, and you take 1d6 psychic damage as your magic lashes back at you.
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| 2 |
The spell casts at its lowest level, even if cast at a higher level.
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| 3 |
The spell casts at its highest possible level.
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| 4 |
The spell rebounds, targeting you instead of the intended target.
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| 5 |
The spell splits, affecting one additional random target within range.
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| 6 |
The spell fizzles out, and you regain the spell slot.
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| 7 |
The spell’s damage type changes to a random type (roll on the d10 damage table).
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| 8 |
The spell creates an additional harmless illusion of itself nearby for 1 minute.
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| 9 |
You glow brightly in a random color for 1 minute, shedding dim light in a 10-foot radius.
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| 10 |
The spell's area of effect doubles, but its damage is halved.
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| 11 |
The spell’s damage increases by 1 damage die of its original type.
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| 12 |
You are teleported 10 feet in a random direction after the spell resolves.
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| 13 |
All creatures within 10 feet of you must make a Dexterity saving throw or take 1d6 force damage.
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| 14 |
You gain 5 temporary hit points.
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| 15 |
The spell’s range doubles.
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| 16 |
The spell’s range is reduced by half.
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| 17 |
A random magical effect occurs, as determined by the Wild Magic Surge table.
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| 18 |
The spell leaves a lingering field of static energy, giving all creatures disadvantage on Stealth checks within 10 feet for 1 minute.
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| 19 |
You regain 1 sorcery point.
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| 20 |
You lose 1 sorcery point.
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| 21 |
The spell causes harmless sparks, flames, or other magical energy to erupt around the caster.
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| 22 |
The spell’s duration (if applicable) is reduced to 1 round.
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| 23 |
The spell’s duration (if applicable) increases by 1 minute.
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| 24 |
A 10-foot radius zone of difficult terrain appears around the spell’s target for 1 minute.
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| 25 |
The spell heals instead of dealing damage.
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| 26 |
The spell deals damage instead of healing.
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| 27 |
You become invisible for 1 round after the spell resolves.
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| 28 |
You are silenced for 1 round after the spell resolves.
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| 29 |
You gain advantage on the next saving throw you make.
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| 30 |
You take disadvantage on the next saving throw you make.
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| 31 |
The spell emits an otherworldly scream, frightening all creatures within 15 feet for 1 round.
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| 32 |
The spell summons a harmless spectral creature of the DM’s choice that vanishes after 1 minute.
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| 33 |
The spell knocks prone all creatures within 5 feet of the target.
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| 34 |
You are knocked prone after casting the spell.
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| 35 |
The spell’s damage type changes to Force.
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| 36 |
The spell’s damage type changes to Psychic.
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| 37 |
The spell creates harmless motes of light that circle the caster for 1 minute.
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| 38 |
All objects within 5 feet of the target are teleported 10 feet in a random direction.
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| 39 |
The spell causes you to laugh uncontrollably, leaving you incapacitated for 1 round.
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| 40 |
The spell creates a temporary portal that spits out harmless glowing butterflies.
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| 41 |
The spell creates a loud explosion sound but has no other effect.
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| 42 |
The spell creates a field of darkness (15-foot radius) centered on the caster for 1 minute.
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| 43 |
The spell fails, but the slot is not consumed.
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| 44 |
The spell gains +2 to all spell save DCs.
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| 45 |
The spell’s area of effect is inverted, targeting creatures in its center.
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| 46 |
The caster gains resistance to the spell’s damage type for 1 minute.
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| 47 |
The caster gains vulnerability to the spell’s damage type for 1 minute.
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| 48 |
The spell’s effects linger, creating difficult terrain in its area for 1 minute.
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| 49 |
All creatures within 5 feet of the caster gain 1d4 temporary hit points.
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| 50 |
All creatures within 5 feet of the caster take 1d4 damage of the spell’s damage type.
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| 51 |
The caster and the target swap places after the spell resolves.
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| 52 |
The spell’s effect takes on a strange alien appearance, unnerving nearby creatures.
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| 53 |
The spell creates harmless glowing glyphs that float in the air for 1 minute.
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| 54 |
The spell deals maximum damage, but you take damage equal to half the total dealt.
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| 55 |
The spell creates an aura of calming energy; all creatures within 10 feet are immune to being frightened for 1 minute.
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| 56 |
The spell causes your hair, skin, or eyes to change color until the next long rest.
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| 57 |
The spell causes you to age or de-age 1d10 years (no effect on lifespan).
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| 58 |
A random item you are carrying teleports 10 feet away in a random direction.
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| 59 |
The spell creates an illusory double of you that follows you for 1 minute.
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| 60 |
The spell casts as normal, but you are blinded for 1 round.
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| 61 |
The spell ignites the air around you, dealing 1d6 fire damage to all creatures within 5 feet.
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| 62 |
The spell creates a random, harmless trinket in your hand after it resolves.
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| 63 |
The target is surrounded by faint whispers, imposing disadvantage on Perception checks for 1 minute.
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| 64 |
A faint, eerie melody accompanies the spell’s effects for 1 minute.
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| 65 |
You regain hit points equal to the spell’s level.
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| 66 |
You gain the effects of the spell Mirror Image for 1 minute.
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| 67 |
The spell pulls all creatures within 15 feet of its target 5 feet closer to it.
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| 68 |
The spell banishes one random creature within its area to an extradimensional space for 1 round.
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| 69 |
The caster’s voice temporarily echoes in strange, distorted tones for 1 minute.
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| 70 |
The spell’s effects are delayed by 1 round.
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| 71 |
You gain a vision of a random location or event tied to the spell’s target.
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| 72 |
The spell creates an illusory barrier around its area, blocking vision for 1 minute.
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| 73 |
All creatures within 10 feet of you must succeed on a Constitution saving throw or be deafened for 1 minute.
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| 74 |
The spell’s energy destabilizes, creating a small harmless tremor in the ground.
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| 75 |
The spell’s target emits dim light in a 5-foot radius for 1 minute.
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| 76 |
The spell heals the caster for 1d6 hit points instead of its usual effect.
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| 77 |
The caster is pushed 15 feet in a random direction.
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| 78 |
The spell’s energy takes on a fractal, kaleidoscopic appearance, mesmerizing viewers.
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| 79 |
The spell creates a faint mist, lightly obscuring the area around its target for 1 minute.
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| 80 |
The spell creates harmless static electricity, causing hair to stand on end.
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| 81 |
The caster grows a random animal feature (e.g., feathers, whiskers) for 1d4 hours.
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| 82 |
The spell attracts a harmless magical creature that lingers nearby for 1 hour.
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| 83 |
The spell’s energy lingers, dealing 1d4 damage to the target at the start of their next turn.
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| 84 |
The caster is surrounded by faint motes of light, granting advantage on Stealth checks.
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| 85 |
The spell’s target is lightly telekinetically lifted 1 foot into the air for 1 minute.
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| 86 |
The spell emits a loud chime, alerting all creatures within 100 feet.
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| 87 |
The caster becomes resistant to the spell’s damage type until the end of their next turn.
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| 88 |
The spell’s energy bursts outward, pushing all creatures within 10 feet of the caster 5 feet away.
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| 89 |
The spell creates harmless spectral flowers that bloom in the area for 1 minute.
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| 90 |
You are unable to speak until the end of your next turn.
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| 91 |
The spell creates a harmless but startling flash of light.
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| 92 |
The caster gains the ability to breathe underwater for 1 hour.
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| 93 |
The spell creates an audible popping sound that frightens one random creature for 1 round.
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| 94 |
The spell’s effects shimmer with rainbow colors, dazzling onlookers for 1 minute.
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| 95 |
The spell creates a small pocket of localized gravity, pulling tiny objects within 5 feet toward its center.
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| 96 |
You teleport 5 feet to the left or right (DM decides based on terrain).
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| 97 |
The spell casts as normal but leaves the caster incapacitated until the end of their next turn.
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| 98 |
You gain a random piece of knowledge about the target or area you are in.
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| 99 |
The spell casts perfectly, without consuming resources, and deals maximum damage or effect.
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| 100 |
The caster may pick two effects from the table without rolling.
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Level 6:
Chaotic Flux
Starting at 6th level, your magic surges wildly, reshaping the battlefield and bending reality when battle begins. Whenever you roll initiative, roll a d20 and consult the Chaotic Flux Table to determine the effect. These effects last for 1 minute unless otherwise specified.
Chaotic Flux Table:
| 1 |
Self-Surge: You immediately gain 1 sorcery point. |
| 2 |
Shifting Aura: All creatures within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 random damage (roll on the damage type table). |
| 3 |
Flux Wave: A wave of chaotic energy emanates from you. All creatures within 10 feet must succeed on a Constitution saving throw or be knocked prone. |
| 4 |
Unstable Shield: You gain temporary hit points equal to twice your Sorcerer level, but whenever you take damage, all creatures within 5 feet of you take 1d6 force damage. |
| 5 |
Arcane Unraveling: All magical effects within 10 feet of you end immediately. |
| 6 |
Elemental Resonance: Choose one damage type from the damage type table. You gain resistance to that type for the duration. |
| 7 |
Reality Warp: The ground within 10 feet of you becomes difficult terrain for all creatures except you. |
| 8 |
Uncontrolled Blink: At the end of each of your turns, you teleport 10 feet to an unoccupied space you can see. |
| 9 |
Chaotic Beacon: You shed bright light in a 20-foot radius and dim light for an additional 20 feet. Creatures within the bright light have advantage on saving throws against being frightened. |
| 10 |
Surging Strength: Your spell attack rolls and spell save DCs are increased by 2 for the duration. |
| 11 |
Flux Eruption: At the start of your next turn, you explode with chaotic energy. All creatures within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 force damage. |
| 12 |
Warping Strike: Once during the duration, when you hit a creature with a spell attack, it must succeed on a Strength saving throw or be pushed 10 feet away. |
| 13 |
Chaotic Whispers: All creatures within 30 feet of you (including yourself) must succeed on a Wisdom saving throw or be affected by the Bane spell for 1 minute. |
| 14 |
Arcane Echo: Each time you cast a spell during this effect, a harmless illusion of you casts the spell again, creating visual distractions. |
| 15 |
Magical Gravity: The first creature to move within 10 feet of you must succeed on a Strength saving throw or have its speed reduced to 0 for 1 round. |
| 16 |
Empowered Spells: When you roll damage for a spell, reroll any 1s or 2s. You must use the new rolls. |
| 17 |
Flux Surge: Each time you cast a spell, roll twice on the Flux Affinity d100 table. |
| 18 |
Arcane Leap: You can use your bonus action to teleport 15 feet to an unoccupied space you can see. |
| 19 |
Erratic Energy: Your movement speed increases by 10 feet, but each time you move, roll a d6. On a roll of 1, you fall prone. |
| 20 |
Controlled Chaos: Choose one effect from this table instead of rolling. |
Level 6:
Surge Battery
Your chaotic nature allows you to absorb and store magical energy. Whenever you roll on the Flux Affinity table or the Wild Magic Surge table, you gain 1 sorcery point. You can gain sorcery points in this way a number of times equal to your Charisma modifier (minimum of 1) per long rest.
Level 14:
Reality Unbound
Starting at 14th level, your magic refuses to obey conventional rules, bending and warping reality to suit its own chaotic whims. When you cast a spell that requires concentration, roll a d20 to determine how your magic interacts with the spell. Apply the result based on the number rolled:
You can expend 2 sorcery points to reroll the d20 once per spell, choosing the second result. If you roll a Natural 20, you cannot benefit from this feature again until you complete a short or long rest.
Level 18:
Nexus of Mutation
You are a living conduit of pure, unbridled chaos, and your magic teeters on the edge of creation and destruction. At 18th level, when you fail a saving throw or take damage when you have less than half of your total HP, roll a d20 to unleash an Arcane Cataclysm, reshaping the battlefield in unpredictable ways.
This effect triggers only once per round and lasts for 1 minute or until a new Arcane Cataclysm is triggered.
Arcane Cataclysm Table:
| 1 |
Wild Implosion: All creatures within 20 feet of you must succeed on a Strength saving throw or be pulled 10 feet toward you and take 4d10 force damage. |
| 2 |
Reality Fracture: The area within 30 feet of you becomes warped and difficult terrain for 1 minute. |
| 3 |
Arcane Echo: All spells cast within 60 feet of you have their effects duplicated on a random valid target. |
| 4 |
Primal Surge: All creatures within 15 feet of you take 3d8 damage of a random type (roll on the damage type table). |
| 5 |
Explosive Repulsion: You and all creatures within 10 feet are pushed 15 feet away and take 2d10 thunder damage. |
| 6 |
Chaotic Rejuvenation: You and all creatures within 30 feet regain hit points equal to 2d6 + your Charisma modifier. |
| 7 |
Temporal Stutter: Time warps around you. You gain an additional action on your next turn, but all other creatures within 30 feet lose their reactions until the end of their next turn. |
| 8 |
Arcane Shield: You gain temporary hit points equal to your Sorcerer level × 2, and all creatures within 10 feet have disadvantage on attack rolls against you until the start of your next turn. |
| 9 |
Elemental Vortex: A storm of energy whirls around you. Roll a d10 for the damage type, and all creatures within 15 feet take 3d8 of that type. |
| 10 |
Mystic Swap: You teleport up to 30 feet to an unoccupied space you can see. Swap places with a random creature within the affected range if possible. |
| 11 |
Chaotic Radiance: You shed bright, flickering light in a 30-foot radius. All creatures that start their turn within this light must make a Wisdom saving throw or become frightened for 1 minute. |
| 12 |
Planar Flux: A rift opens within 10 feet of you, summoning a random creature or object from another plane for 1 minute (DM discretion). |
| 13 |
Unstable Empowerment: Your spell save DC and spell attack bonus increase by 2 for 1 minute, but you take 1d6 damage at the start of each of your turns. |
| 14 |
Gravity Well: All creatures within 20 feet must succeed on a Strength saving throw or fall prone. |
| 15 |
Chaos Ward: You are surrounded by an aura of chaos. Attack rolls against you have disadvantage for 1 minute. |
| 16 |
Elemental Infusion: Until the end of your next turn, all spells you cast deal an additional 1d8 damage of a random type. |
| 17 |
Mass Flux: All creatures within 15 feet must roll a d20. On a roll of 10 or lower, they teleport to a random space within 30 feet. |
| 18 |
Raging Cataclysm: Magic surges wildly. All creatures within 20 feet (including you) take 5d10 force damage. |
| 19 |
Chaotic Revival: One unconscious creature of your choice within 30 feet regains 1d10 hit points, but all other creatures take 2d10 necrotic damage. |
| 20 |
Absolute Control: You harness the chaos perfectly. Choose any effect from this table to occur. Additionally, your spell save DC increases by 2 for 1 minute. |
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