Base Class: Sorcerer
Is chaos. Is fun.
Level 3: Chaos Surge
3rd-level Chaos Sorcery feature
Your magic is wildly unpredictable, and its chaotic nature builds until it must be released.
Whenever you cast a spell of 1st level or higher, Whenever you cast a Sorcerer spell of 1st level or higher, roll a d20. On a roll of 1–5, a roll on the Chaos Surge table (Linked Below). Each time you cast a spell of 1st level or higher without triggering a Chaos Surge, your surge chance increases by 1. When a Chaos Surge occurs, your surge chance resets to 1-5.
Chaos Surge Table
| d100 | Effect |
|---|---|
| 01 | You cast fireball centered on yourself. The spell uses a 3rd-level spell slot. |
| 02 | You regain all expended Sorcery Points. |
| 03 | You are transformed into a sheep (as polymorph) for 1 minute or until you drop to 0 hit points. |
| 04 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 05 | You summon a spectral duplicate of yourself. It mimics your actions in place but can’t affect the world. It vanishes after 1 minute. |
| 06 | You cast mirror image on yourself. |
| 07 | For the next minute, you can only speak in rhyme. If you fail to rhyme, you can’t cast spells until the start of your next turn. |
| 08 | Your skin turns bright blue. This effect is permanent unless ended with greater restoration or similar magic. |
| 09 | Gravity reverses in a 30-foot radius around you for 1 round. Creatures fall upward, then downward. |
| 10 | You are stunned until the end of your next turn as visions of infinite chaos overwhelm you. |
| 11 | Flowers bloom in a 10-foot radius around you. Any hostile creature that starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be charmed until the end of its turn. |
| 12 | You cast fly on yourself. No concentration required. Lasts 1 minute. |
| 13 | You and the nearest creature within 30 feet swap places. |
| 14 | For the next minute, all of your spell attacks are made with advantage, and all attacks against you are also made with advantage. |
| 15 | Your voice echoes in reverse. You can speak, but it’s disorienting. Creatures have disadvantage on Insight checks made to read your intent. |
| 16 | You cast mage armor on yourself, no components required. |
| 17 | You momentarily phase out of existence. You vanish until the start of your next turn, reappearing in the space you left or the nearest unoccupied space. |
| 18 | You explode in color. All creatures within 10 feet must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn. |
| 19 | You regain hit points equal to your Sorcerer level × 2. |
| 20 | For the next minute, you glow with multicolored light. You shed bright light in a 30-foot radius, and any creature that hits you with a melee attack takes 1d6 radiant damage. |
| d100 | Effect |
|---|---|
| 21 | You gain resistance to all damage until the start of your next turn. Then, you take force damage equal to half your Sorcerer level (rounded up). |
| 22 | You shrink. You are under the effects of the enlarge/reduce spell (reduce only) for 1 minute. No concentration required. |
| 23 | A 20-foot-radius sphere of harmless butterflies fills the air centered on you for 1 minute. The area is lightly obscured. |
| 24 | The next spell you cast within 1 minute requires no verbal, somatic, or material components. |
| 25 | You age 1d10 years. A greater restoration can reverse this. You suffer no ill effects unless the aging is extreme. |
| 26 | For the next minute, your movement leaves behind glowing afterimages. You have advantage on Dexterity (Stealth) checks made in dim light or darkness. |
| 27 | You cast confusion centered on yourself. You are immune to its effect. |
| 28 | Your hair grows 3 feet instantly and becomes animate, flailing dramatically with your emotions for the next hour. |
| 29 | A random nonmagical item in your possession turns into a harmless live frog. It stays a frog. |
| 30 | For 1 minute, you can breathe both air and water, and uncontrollably exhale bubbles when talking. |
| 31 | You grow an extra eye in the middle of your forehead for 1 hour. You gain advantage on Wisdom (Perception) checks that rely on sight. |
| 32 | All coins within 60 feet of you levitate and orbit your body like satellites for 1 minute. |
| 33 | You cast blur on yourself. |
| 34 | Your shadow detaches from your body and mimics your movements for 1 minute. It is harmless but unsettling. |
| 35 | For the next minute, every time you speak, a harmless minor illusion accompanies your words, visualizing what you're saying, accurately or sarcastically (DM's choice). |
| 36 | The nearest creature within 30 feet becomes briefly transparent. For 1 round, they have resistance to nonmagical damage and can move through creatures as difficult terrain. |
| 37 | You and all creatures within 10 feet must succeed on a DC 15 Dexterity saving throw or fall prone as the ground becomes momentarily slick with spectral oil. |
| 38 | For the next minute, your skin glows with soft starlight. While glowing, you have advantage on Charisma checks. |
| 39 | A copy of your voice detaches and begins following you around, repeating everything you say 2 seconds later. Lasts 10 minutes. |
| 40 | You cast levitate on yourself. No concentration required, but you can't descend unless you’re pushed. |
| d100 | Effect |
|---|---|
| 41 | You summon 1d4 flumphs in unoccupied spaces within 30 feet. They are friendly, hover silently, and vanish after 1 minute. |
| 42 | You cast enlarge on yourself. Your voice becomes booming and distorted for the duration. |
| 43 | For the next minute, you randomly swap places with a creature within 60 feet at the start of each of your turns (no save). |
| 44 | Your next spell with a casting time of 1 action has a casting time of 1 bonus action instead. |
| 45 | All of your teeth fall out, turn to gemstones worth 10 gp each, and regrow instantly. |
| 46 | You float 5 feet off the ground for the next minute. You cannot be knocked prone, but are affected by strong winds. |
| 47 | You cast major image centered on yourself. The illusion depicts your most recent dream. Lasts 1 minute. |
| 48 | For the next minute, you can speak and understand every language—but only in whispers, no louder. |
| 49 | You are affected by the haste spell for 1 round. On the following round, you suffer the usual lethargy. |
| 50 | A rift to a random plane opens briefly above you, raining harmless colored sand in a 10-foot radius for 10 seconds. |
| 51 | Your arms stretch to 10 feet long for the next minute. You have reach with melee attacks, but disadvantage on Strength checks. |
| 52 | You summon a confused mephit of a random type. It acts on your initiative and takes random actions unless commanded (no concentration). Vanishes after 1 minute. |
| 53 | Your shadow becomes sentient and helpful. It can hold one item for you or high-five allies. Lasts 1 hour. |
| 54 | You cast slow centered on yourself. You are immune to the effect. |
| 55 | For the next minute, all spell damage you deal is replaced with psychic damage and causes hallucinations visible to all. |
| 56 | You cast mirror image on yourself. The duplicates each have minor cosmetic differences (different hair, outfit, etc.). |
| 57 | You exude a low-frequency hum. All creatures within 10 feet have disadvantage on saving throws against being charmed or frightened for 1 minute. |
| 58 | You teleport to a random point within 100 feet. If the space is occupied, you take 1d10 force damage and land in the nearest safe spot. |
| 59 | A faint trail of afterimages follows your movements for 1 minute. Creatures have disadvantage on attacks against you. |
| 60 | A random magic item from the appears in your hands, nonfunctional, and crumbles to dust in 1 minute. |
| d100 | Effect |
|---|---|
| 61 | You emit a pulse of planar static. Each creature within 10 feet must succeed on a DC 15 Constitution saving throw or be silenced for 1 round. |
| 62 | Your hands glow with unstable arcane power. For 1 minute, cantrips you cast require no action and may be used as a reaction, but you may only cast a cantrip in this way once each turn. |
| 63 | A tiny, translucent copy of you appears on your shoulder. It mocks you and shouts warnings at random for one minute. |
| 64 | You grow a glowing, spectral third arm that floats beside you for 1 minute. It can hold or interact with objects as if it was a Mage Hand with a 15 lb. limit. |
| 65 | You cast summon aberration as a 4th-level spell. |
| 66 | You and all creatures within 30 feet become invisible for 1 round. |
| 67 | You levitate 30 feet into the air, held by a shimmering tether of pure probability. You descend safely after 1 minute or if you take damage. |
| 68 | A minor cosmic being becomes briefly aware of you. It observes you silently for 1 minute, then vanishes. It may act according to the DM's discretion. |
| 69 | You become partially incorporeal. For 1 minute, you can move through solid objects as difficult terrain, but you take 1d10 force damage if you end your turn inside one. |
| 70 | A magical field disrupts the area around you. For 1 minute, any spell cast within 30 feet of you requires a DC 10 spellcasting ability check or fails. |
| 71 | You cast telekinesis on a random object or creature within 60 feet. No action required. You control it for 1 round. |
| 72 | Your spell echoes into the Ethereal Plane. A random incorporeal being appears and drifts aimlessly nearby for 1 minute. |
| 73 | You release a wave of paradox. For 1 round, time slows for everyone but you, your movement speed doubles and you take an extra action. |
| 74 | A shimmering mirror version of you appears and mimics your next turn. Both versions act, but only one is real (determined randomly at the end of the turn). |
| 75 | Your next spell casts itself as if using a spell slot one level higher, without cost. |
| 76 | You switch places with your past self from 1 round ago. Your current stats and position revert. |
| 77 | You briefly fracture into three slightly different versions of yourself. You roll 3d20 for your next attack or ability check and choose any result. |
| 78 | Your body flickers in and out of this timeline. For 1 minute, you are resistant to all damage, but your spells have a 25% chance to fail. |
| 79 | A small portal opens behind you. A random creature from the Monster Manual appears from it, controlled by the DM. |
| 80 | You become the center of a gravity well. All creatures within 10 feet are pulled 5 feet toward you at the start of their turns for 1 minute. |
| d100 | Effect |
|---|---|
| 81 | You cast meteor swarm centered on a point of your choice within 1 mile. The spell does not consume a spell slot. |
| 82 | Time loops for 6 seconds. You repeat your entire turn, including movement and spellcasting, as if nothing happened. Results of rolls may differ. |
| 83 | All creatures within 60 feet (including you) roll a d10. Everyone swaps hit point totals with the creature who rolled the same number, if any. |
| 84 | A gateway to a random Outer Plane opens for 1 minute. Creatures from that plane may emerge at the DM’s discretion. |
| 85 | You gain a random permanent mutation (DM’s choice). Reroll this result if used again. |
| 86 | For the next minute, you cast a random Sorcerer spell from your spell list each time you try to cast one. The spell is of the same level you intended. |
| 87 | You are duplicated. A second version of you (identical in every way) appears and remains for 1 minute. It acts on your initiative. |
| 88 | You cast wish without any components. However, the DM chooses the effect, and it is twisted in a chaotic or ironic way. |
| 89 | You become a living font of magic for 1 minute. You cannot speak, use items, or be targeted by normal attacks. You may cast up to 2 Sorcerer spells per round as bonus actions. |
| 90 | For 1 minute, when you take damage for the first time each turn, a wild magic surge occurs (roll on this table each time). |
| 91 | You split into four elemental versions of yourself (fire, water, air, earth). Each version acts as a summoned elemental under your command. Lasts 1 minute. |
| 92 | All creatures within 100 feet are teleported to random locations within 1 mile. Creatures land safely but confused. |
| 93 | You become intangible and invisible for 1 minute. You can move and observe but take no actions or reactions. At the end, you reappear in the same space or nearest safe one. |
| 94 | You cast mass polymorph, turning every creature in a 60-foot radius (including you) into a random dinosaur. Lasts 1 minute. |
| 95 | Your soul is briefly displaced. You control a random creature within 60 feet for 1 round. Your body is unconscious during that time. |
| 96 | For the next hour, reality bends around your will. Once per round, you may bend a rule of the game slightly (DM’s final say). |
| 97 | You swap bodies with the nearest creature for 1 minute. You both retain your own mental stats. |
| 98 | The fabric of magic shreds. You and all spellcasters within 100 feet cast three random spells from your spell lists. |
| 99 | A new star appears in the sky bearing your name. You gain the benefits of a long rest immediately. Your eyes glow permanently unless removed by wish. |
| 100 | Roll once on the Ultimate Chaos Table. |
Ultimate Chaos Table
| d20 | Effect |
|---|---|
| 1 | Cursed Rebirth. Your current soul is ejected. You become a completely new creature (race, class, alignment, name). You retain your memories, but not your identity. Allies must make a DC 18 Insight check to recognize you. |
| 2 | The Endless Familiar. You permanently gain a familiar of CR 10-15 (DM’s choice). It is sentient, chaotic, and absolutely devoted to you, but insists it used to be a god. |
| 3 | Marked by a Demon Lord. Your chaos has insulted a Demon Lord’s domain. They take your existence personally, and they want you dead. A random Demon Lord now considers you a blight on their realm, and will send demons, cultists, and allies to kill you. It might even attempt to kill you itself. If you ever set foot in the Abyss, you are immediately hunted by the full force of their power, unless you make a dark pact or bring a gift that pleases them. |
| 4 | Exiled from Magic. Your class changes to Fighter, Rogue, Barbarian, or Monk, and you become unable to cast spells. |
| 5 | Call of the Deep. A kraken now knows your name. Once per month, you may summon a kraken to fight beside you for 10 minutes. |
| 6 | Rift to Annihilation. You open a rift to the Far Realm. A Blob of Annihilation emerges. It is immediately hostile and cannot be banished. |
| 7 | The Hive Stirs. An Elder Brain becomes aware of your existence. It has seen your chaotic magic in a dream-echo and now regards you as a threat to its hive, and will do everything in its power to destroy you or convert you. It marks you psychically, you cannot be hidden from it by non-divine means. |
| 8 | Marked by Doom. A Marut now hunts you. It cannot be reasoned with. Only divine pardon or powerful planar allies can delay or stop it. The DM controls its timing. |
| 9 | Living Rift. You are now a walking portal. Once per long rest, you may open a 10-foot portal to a random plane for 1 minute. Creatures may come through, invited or not. |
| 10 | The Spellbeast. You summon and bind a magical creature of legend, use the stats of an adult dragon of a random gem or metallic type. It is loyal, but dreams in spells and speaks in reverse. |
| 11 | Enemy Champion. You accidentally summon a powerful enemy from your past, or one yet to be. The creature's challenge rating is 1.5x your level, and it will do everything in its power to kill you. |
| 12 | The Devil You Know. A powerful archdevil has taken notice of you. Whether it was the raw chaos you unleashed, a fragment of power you unknowingly touched, or simply the smell of potential, you now have their attention. Something you carry, possess, or are has become valuable to them. The archdevil (DM’s choice, perhaps Mephistopheles, Mammon, or an original NPC) is patient, calculating… and very, very interested in what you might become. |
| 13 | The Echo Legion. Whenever you drop to 0 hit points, 1d4 spectral versions of yourself appear and fight for 1 minute. You stabilize after they vanish. |
| 14 | Bound Angel. A solar arrives and swears itself to your service... reluctantly. It obeys your commands, but will not tolerate evil acts and may intervene. |
| 15 | Fragments of a Future Self. You gain permanent knowledge of your death. Once per long rest, you may take an extra reaction. However, you now roll Wisdom saves at disadvantage. |
| 16 | Broken God-Fragment. You call forth a fragment of a forgotten god. Its presence distorts reality in a 1-mile radius. It speaks in prophecy and screams. It cannot be controlled and will persist for 1 hour. |
| 17 | Lichlight. You cannot die permanently. If killed, you reform in 1d10 days near a leyline nexus. You now register as undead to all effects. |
| 18 | Worldwyrm Egg. A glowing egg appears. It hatches in 7 days. No one knows what’s inside. It is deeply magical, and aware. |
| 19 | The Great Game. An archfey chooses you as champion. You gain fey ancestry, and fey allies appear occasionally, but you are now bound by fey rules. Breaking them draws wrath. |
| 20 | Flip a coin. If heads, The arcane fabric itself embraces you. You become a living expression of magic. You gain these permanent benefits: You gain a +2 bonus to all ability scores (maximum 24). You learn any three 9th-level spells of your choice and may cast one of them per long rest without expending a spell slot. You no longer age, require food, drink, or sleep. Your creature type becomes Celestial, Fey, or Aberration (DM’s choice or based on your origin). You are no longer fully mortal. The gods may start paying attention. If tails, Your chaos echoes into the void beyond the stars. Something ancient, alien, and entirely wrong hears you, and answers. An Eldritch Horror enters your world, within one mile of your location. It is not bound by time or reason. It may manifest immediately or slowly corrupt the world over time (DM’s discretion).The creature is immune to banishment, cannot be reasoned with, and has no known origin. If the horror is allowed to remain on the plane, it will collapse and cease to exist over the course of 1d4 weeks. |
Level 3: Blessing of Chaos
Whenever you fail a d20 test, you may use your reaction to reroll it. You may use this feature once per long rest.
When you roll on the Chaos Surge table, you regain all uses of this feature.
Level 6: Bend Luck
You have the ability to twist fate using your magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
Level 14: Controlled Chaos
You gain a modicum of control over the surges of your chaotic magic. Whenever you roll on the Chaos Surge table, you can roll twice and use either number.
Level 18: Tamed Surge
Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table, and if the chosen effect involves a roll, you must make it.
Once you use this feature, you can’t do so again until you finish a Long Rest.
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