Sorcerer
Base Class: Sorcerer

Born of an ever-shifting weave, Soul of Chaos Sorcerers are hazardous by nature. Every spell they cast has a risk of mutation, each possibly backfiring or granting a wild boon upon the caster. Whether or not they actively seek the risk is up to them

Chaos Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll 1d10. If the number rolled is less than or equal to the spell slot expended, roll on the Chaos Magic Surge table to create a 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 doesn’t require concentration in this case; the spell lasts for its full duration.
Your GM may choose to utilize a different table if they wish.

Chaos Magic Surge
d100 Effect
1 You cast Fireball as a 3rd-level spell centered on yourself.
2 You cast Confusion centered on yourself.
3  You are now wearing a fez on your head or on top of anything else you have on your head.  It is a glorious fez.
4 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
5 You transform into a stone/ marble/ metal statue of yourself until the start of your next turn, during which time you are considered petrified. If you drop to 0 hit points, the statue breaks and your form reverts.
6 You become Blinded for 1 minute.
7 For 1 minute, every time you attack with a weapon or cast a spell of 1st level or higher, you take 1d4 Force damage
8 For 1 minute, you are at the center of a 10-foot radius anti magic field that negates all magic up to 5th level.
9 You cast Grease centered on yourself.
10 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
11 You are Frightened by the nearest creature until the end of your next turn.
12 You cast Darkness centered on yourself
13 You feel very sleepy and fall asleep (unconscious) for one minute, or until you take damage or someone uses an action to shake or slap you awake.
14 You lose 1d4 sorcery point (to a minimum of 0).
15 You cast Slow on yourself
16 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
17 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
18 You trip, fall prone, and a mischievous ghostly laughter can be heard.
19 An unseen servant appears for 1 hour. The Unseen Servant is constantly plotting against you and trying to sabotage you.
20 An arrow mysteriously appears and impacts your knee. You take 1d8 piercing damage and your speed is halved for 1 minute
21 Oil pours off of you leaving a trail and residue everywhere and gives off an odor
22 You forget how to speak Common for 2d12 hours
23 For the next minute, everything you say now must rhyme. If it doesn’t, you take 1d6 psychic damage.
24 A [moster]Modron[/monster] chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
25 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
26 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
27 Your skin turns a vibrant shade of blue. A Remove curse spell can end this effect.
28 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
30 1d6 [Tooltip Not Found] controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
31 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
32 You are immune to being intoxicated by alcohol for the next 5d6 days.
33 Your hair falls out but grows back within 24 hours.
34 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
35 For the next minute, you must shout when you speak.
36 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
37 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
38 You cast fly on a random creature within 60 feet of you.
39 Your size increases by one size category for the next minute.
40 You are surrounded by faint, ethereal music for the next minute.
41 A 30-foot cube hypnotic pattern appears with you at the center. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage.
42 You turn into a potted plant until the start of your next turn. While a plant, you are Incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43 For the next hour, you are followed by your own, small, personal raincloud.
44 For the next hour, your elemental spells (acid, cold, fire, lightning, poison, or thunder) deal damage of a random type instead of their normal type (roll a d6).
45 Roll twice on this table, ignoring this result.
46 1d6 chickens appear at your feet and run away squawking, at top speed (20 feet per round).
47 A goose controlled by the DM appears, sitting on the head on a target of the spell (or the nearest creature to you). It is friendly towards the target.
48 You lose the ability to smell / taste for 24 hours.
49 All light sources within 60’ radius are extinguished
50 Your Strength score becomes 4 for 1 minute
51 You are in a bad mood for 1 hour.
52 Your voice becomes extremely high pitched for one hour.
53 For the next minute, you can see any invisible creatures if you have line of sight to it.
54 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
55 You cast fog cloud centered on yourself.
56 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
57 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
58 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
59 1d100 gold coins rain down within a 30-foot radius of you for 1 round; creatures within must make DC15 Dexterity saves or take 1d6 bludgeoning damage. The coins are real and permanent.
60 An unseen servant appears for 1 hour. The Unseen Servant is willing to sacrifice itself for you.
61 You cast Comprehend Languages on yourself
62 You smell really good for 24 hours; you roll Charisma (Persuasion) checks with advantage.
63 You get a vision from the past or future (DM story discretion)
64 The next spell you cast (that can be Twinned) has a 50% chance to vanish without an effect and 50% chance to be twinned.
65 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
66 You cast magic missile as a 5th-level spell.
67 For the next minute, you regain 5 hit points at the start of each of your turns.
68 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
69 You regain 2d10 hit points.
70 You cast levitate on yourself.
71 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
72 You regain your lowest-level expended spell slot.
73 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
74 You can take one additional action immediately.
75 You cast mirror image.
76 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
77 You cast Haste on yourself
78 You Cast Wall of Force
79 You cast fire shield on yourself.
80 You cast blur on yourself.
81 You cast scorching ray.
82 For the next minute, your spells ignore resistances.
83 The range of your spells that don't have a range of self is doubled for the next minute.
84 You cast Chaos Bolt as 3rd level spell.
85 Next time you get hit, within 10 minutes, you cast shield as a reaction without spending a spell slot.
86 A random creature within 30ft. of you is transformed into a chicken using the Polymorph spell. You are a valid target for this effect
87 You cast Wall of Fire in a ring centered around you. 
88 You cast a copy of your last cast spell (including metamagic effects)
89 Caster regains 1 Sorcery Point
90 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
91 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
92 Maximize the damage of the next damaging spell you cast within the next minute.
93 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
94 You gain resistance to all damage for the next minute.
95 You regain all expended sorcery points.
96 You regain 1d4 Sorcery Points.
97 You regain your highest-level expended spell slot.
98 You can use the Heightened Spell metamagic on the next spell you cast, for free.
99 You can use the Twinned Spell metamagic on the next spell you cast, for free.
100 You may select any result from this table (100)
 
 

Expanded Chaos Spells

You learn additional spells when you reach certain levels in this class, as shown on the Chaos Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. When you cast a spell from this list, you must roll on the Wild Magic Surge table.

Sorcerer Level Spells
1st Hellish Rebuke, Chaos Bolt, Prestidigitation
3rd Aganazzar's Scorcher, Snilloc's Snowball Swarm
5th Blink, Melf's Minute Meteors
7th  Polymorph, Confusion
9th  Maelstrom


Additionally, at level 9, You gain the ability to cast the Reincarnate spell, which does not count towards the number of known spells. When casting this spell using this feature, instead of it's usual material cost, you instead sacrifice a part of you. You are reduced to half of your current Hit Points. Once you cast Reincarnate in this way, you cannot cast it again for 2d4 days. When casting Reincarnate in this way, you do not surge.

Manipulated Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, 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, when you cast a sorcerer spell of 1st level or higher, you must roll on the Wild Magic Surge table. You then regain the use of this feature.

Chaotic Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your chaotic magic. Whenever you roll on the Chaos Magic Surge table, you can roll twice and use either number.

Additionally, you may elect to roll on the Chaos Magic Surge Table whenever you cast a sorcery spell of 1st level or higher. You cannot choose to not surge.

Form of Absolute Chaos

Beginning at 18th level, You learn to embrace and control the Chaos within you. As a Bonus Action, you can enter your Form of Absolute Chaos for 1 minute.
Whilst in your Form of Absolute Chaos, you gain the following benefits:

  • You gain a +2 to your AC
  • You gain a number of Temporary Hit Points equal to 2d10 plus your Sorcerer Level
  • When you cast a spell in your Form of Absolute Chaos, you can use up to 2 different Metamagic Options, even if the options chosen do not normally allow.
  • You can change the damage type of any spell you cast whilst in your Form of Absolute Chaos to any of non-magical Fire, Cold, Lightning, Thunder, Poison or Acid, as your spells become fueled by raw chaos energy.

Once you use this feature, you cannot do so again until you finish a Long Rest, or spend a Spell Slot of 5th Level or higher to use this ability again. Any remaining Temporary Hit Points are lost after the form dissipates.

Previous Versions

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