Wizard
Base Class: Wizard

Among the Wizards of the multiverse, there are many that devote themselves to researching the pure, unfettered magic of the Weave. Rather than strong-arming the forces of magic to their will, these Wizards instead listen to the flow of magic itself; channeling pure magic into chaotic attacks that not even the caster can control. These wizards thrive on chaos, changing the effects of other wizards' spells and augmenting their own with powerful magical effects.

Level 3: Chaos Mote

Starting at 3rd level, you gain the ability to channel a mote of chaotic energy from the Weave itself. As an action, you can make a ranged spell attack against a target you can see within 30 feet of you. On a hit, you can roll 1d8 to determine the damage type and condition applied by the hit. The condition lasts until the beginning of your next turn. You can do this a number of times equal to your Intelligence modifier, and regain all expended uses upon taking a long rest.

Chaos Mote Damage/Condition Table

d8

Damage Type

Condition

1

1d8 Poison

Poisoned

2

1d8 Thunder

Deafened

3

1d8 Radiant

Blinded

4

1d8 Necrotic

Frightened

5

1d8 Lightning

Target cannot make Opportunity Attacks

6

1d8 Cold

Target’s Movement Speed is reduced by 10 feet.

7

1d8 Fire

Target takes an additional 1d8 Fire Damage at the beginning of your next turn.

8

1d8 Force

Prone

 

The damage of this feature is increased to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level.

Level 3: Trigger Anomaly

Starting at 3rd level, once per turn when you cast a spell of 1st level or higher with a casting time of 1 action you can, as a bonus action, immediately roll 1d100 and apply an effect as determined by the Wild Magic Surge table. You can do this a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest.

Wild Magic Surge
1d100 Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain a spell slot of your choice; on a 6, all the effects of row 17–20 affect you simultaneously.

Level 6: Impose Chaos

Starting at 6th level, you can impose chaos on the magical effects of others. Whenever a creature you can see within 60 feet of you casts a spell of 1st level or higher you can, as a reaction, force that target to roll 1d100, triggering an effect determined by the Wild Magic Surge table. If that target is an enemy, you can have them roll on the table twice, and you can choose which effect takes place. Any effect on the Wild Magic Surge table that refers to "You" refers to the caster of the spell. You can do this a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest.

Wild Magic Surge
1d100 Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain a spell slot of your choice; on a 6, all the effects of row 17–20 affect you simultaneously.

Contained Happenstance

Starting at 10th level, you have begun to rein in the chaos of the Weave. When you make use of your Trigger Anomaly feature, or if you use your Impose Chaos feature on an ally, you can roll 1d100 twice and choose which effect takes place.

Additionally, you now regain all expended uses of your Trigger Anomaly feature upon taking a Short or Long Rest, or you can restore one use of this feature by expending a spell slot of 1st-level or higher (no action required).

Paradoxical Miracle

Starting at 14th level, you have gained the ability to trigger a miraculous event at will by utilizing the chaotic magic of the Weave. When you utilize either your Trigger Anomaly or Impose Chaos feature, you can instead choose which effect from the Wild Magic Surge table takes place. You can do this once per long rest, and regain all expended uses upon taking a long rest.

Wild Magic Surge
1d100 Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain a spell slot of your choice; on a 6, all the effects of row 17–20 affect you simultaneously.

 

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