Sorcerer
Base Class: Sorcerer

Magic is not always orderly. For some sorcerers, arcane power wells up in uncontrollable bursts, bending reality in ways even they cannot fully anticipate.

A Wild Magic Sorcerer draws power from a volatile source—an ancient planar disturbance, exposure to raw magic, a fractured Weave, or a lineage touched by chaos itself. Each spell they cast threatens to unleash a surge of untamed energy, warping spells, summoning anomalies, or twisting the battlefield in unexpected ways.

Unlike other spellcasters, Wild Magic Sorcerers do not merely risk chaos—they accumulate it. The longer their magic goes unrestrained, the more likely it is to erupt in spectacular and dangerous ways. When a surge finally breaks free, the arcane pressure resets, only to begin building once more.

Some Wild Magic Sorcerers embrace this uncertainty, riding the edge of disaster to achieve moments of astonishing power. Others struggle to master the storm within, learning—sometimes too late—that chaos can never truly be tamed, only delayed.

Whether viewed as a blessing or a curse, Wild Magic marks its wielders as living breaches in reality—unpredictable, dangerous, and impossible to ignore.

Level 3: Wild Magic Surge (Revised)

Your spellcasting can unleash surges of untamed magic.
Each time you cast a Sorcerer spell using a spell slot, you must roll 1d20 immediately after the spell is cast.

The Wild Magic DC starts at 1. If the result of your roll is equal to or higher than the current Wild Magic DC, a Wild Magic Surge occurs, and you roll on the Wild Magic Surge table to determine the magical effect.

If your roll does not trigger a Wild Magic Surge, the Wild Magic DC increases by 1.

When a Wild Magic Surge is triggered by this feature, the Wild Magic DC resets to 1.

If the magical effect is a spell, it is too wild to be affected by your Metamagic.

 

1d100 Result Duration
01–02 Illusory Subtitle – Illusory floating text briefly appears above your head, poorly summarizing the last sentence you spoke 1 minute
03–04 A hostile elemental anomaly manifests.
The creature’s Challenge Rating equals one-third of the caster’s level (rounded down), using fractional CRs (such as ¼ or ½) where appropriate.
until slain or 1 minute
05–07 Raw magic detonates. You and all creatures within 10 ft take 2d8 force damage None
08–09 You momentarily glimpse the future. You may reroll one roll per turn 1 minute
10–11 You are violently pulled into the Ethereal Plane, unable to affect the Material Plane Until end of your next turn
12–13 Wild magic restores your essence. Regain all expended sorcery points None
14–15 A chaotic aura surrounds you. Allies gain advantage on attacks, enemies gain advantage on saves 1 minute
16–17 Your body partially crystallizes. You are restrained and take 2d10 force damage Until end of your next turn
18–19 Arcane wings tear free from your back. Gain flying speed 60 ft 1 minute
20–21 Spell Flavor Override – All spells you cast produce wildly inappropriate visual effects (sparkles, bubbles, confetti, ominous whispers, etc.) with no mechanical changes 1 minute
22–23 Time bends in your favor. You gain one additional action This turn only
24–25 Reality rejects you. You fall unconscious Until end of your next turn
26–27 You briefly exist in two places at once. Gain Mirror Image and Blur 1 minute
28–29 A planar fissure opens beneath you and an enemy. Both are teleported randomly within 60 ft None
30–31 Your spellcasting fractures. You cannot cast spells Until end of your next turn
32–33 The Weave stabilizes around you. Enemies have disadvantage on saves vs your spells 1 minute
34–35 Your body mutates uncontrollably. Gain resistance to a random damage type and vulnerability to another 1 minute
36–37 Summon Advisor – A tiny extraplanar creature appears and loudly offers confident but completely incorrect advice about tactics, spellcasting, and danger 1 minute
38–39 Pure chaos obeys you. You may choose the damage type of your spells 1 minute
40–41 Arcane Wardrobe Malfunction – Your outfit is magically transformed into an impractical but thematically appropriate arcane version (armor statistics unchanged) 10 minutes
42–43 You step between moments. Teleport 30 ft as a bonus action each turn 1 minute
44–45 You partially phase out of reality. Attacks against you have advantage and you cannot take reactions 1 minute
46–47 Raw magic scars your soul. You gain disadvantage on all saving throws 1 minute
48–49 A surge of vitality floods you. Gain temporary HP equal to level × 5 1 minute
50–51 A planar crack opens briefly. A hostile creature appears but attacks the nearest creature randomly 1 minute
52–53 Chaos crowns you. You are immune to damage Until start of your next turn
54–55 Gravity reverses violently. All creatures within 15 ft, including you, are knocked prone None
56–57 Wild magic fuels you endlessly. Spell slots are not consumed Until end of your next turn
58–59 You are banished to a random harmless plane (DM choice) Until end of your next turn
60–61 You phase partially into another plane. You are invisible, but attacks against you have advantage 1 minute
62–63 You lose control of your body. You are incapacitated Until end of your next turn
64–65 Chromatic Disaster – Your skin, hair, and clothing cycle rapidly through bright, clashing colors; you shed dim light in a 5-ft radius 10 minutes
66–67 A wild surge opens your flesh to the Weave. Take 4d10 force damage None
68–69 You step outside of time. You gain one additional full turn immediately Immediate
70–71 Wild magic drains and empowers simultaneously. Regain one spell slot, then take 2d10 necrotic damage None
72–73 The Weave favors you. Critical hits on spell attacks on 19–20 1 minute
74–75 A planar backlash knocks you from reality. You are frightened of all creatures Until end of your next turn
76–77 Chaos reshapes your form. Your movement speed doubles, but you have disadvantage on attack rolls 1 minute
78–79 A surge of pure magic shields you. Gain +3 AC 1 minute
80–81 Reality fractures around you. You and all creatures within 10 ft are restrained Until end of your next turn
82–83 Your connection to the Weave collapses. You cannot take actions Until end of your next turn
84–85 Summon Duck – An immortal duck appears, magically bonds to you, follows you everywhere, and loudly says “QUACK” every 10 seconds (audible within 30 ft) 8 hours
86–87 The Weave stabilizes violently. All magical effects on you end None
88–89 Raw chaos empowers your casting. Your next spell is cast two levels higher (Maximum lvl 8) Until end of your next turn
90–91 Reality tightens around you. Speed becomes 0 and you are restrained Until end of your next turn
92–93 Planar winds carry you. Gain flying speed 60 ft and resistance to force damage 1 minute
94–95 A crack opens to somewhere wrong. A disturbing entity manifests but does nothing but observe 1 minute
96–97 The Weave aligns perfectly. Enemies have disadvantage on all saves vs your spells 1 minute
98–99 Time stutters violently. You lose your reaction but gain advantage on your next roll Until end of your next turn
100 Wild magic bows to instinct. Choose any result from this table As chosen

 

 

UNSTABLE MUTATION TABLE (d20) from 34-35
1d20 Mutation Effect
1 Fire ↔ Cold — Resistance to fire, vulnerability to cold
2 Cold ↔ Fire — Resistance to cold, vulnerability to fire
3 Lightning ↔ Thunder — Resistance to lightning, vulnerability to thunder
4 Thunder ↔ Lightning — Resistance to thunder, vulnerability to lightning
5 Acid ↔ Poison — Resistance to acid, vulnerability to poison
6 Poison ↔ Acid — Resistance to poison, vulnerability to acid
7 Necrotic ↔ Radiant — Resistance to necrotic, vulnerability to radiant
8 Radiant ↔ Necrotic — Resistance to radiant, vulnerability to necrotic
9 Force ↔ Psychic — Resistance to force, vulnerability to psychic
10 Psychic ↔ Force — Resistance to psychic, vulnerability to force
11 Fire ↔ Lightning — Resistance to fire, vulnerability to lightning
12 Lightning ↔ Fire — Resistance to lightning, vulnerability to fire
13 Cold ↔ Acid — Resistance to cold, vulnerability to acid
14 Acid ↔ Cold — Resistance to acid, vulnerability to cold
15 Poison ↔ Necrotic — Resistance to poison, vulnerability to necrotic
16 Necrotic ↔ Poison — Resistance to necrotic, vulnerability to poison
17 Thunder ↔ Radiant — Resistance to thunder, vulnerability to radiant
18 Mental Distortion — Resistance to psychic; disadvantage on Wisdom saving throws
19 Weave Hardened Flesh — Resistance to force; speed reduced by 10 ft
20 Chaotic Symmetry — No resistance/vulnerability; instead, advantage on Constitution saves

Level 3: Tides of Chaos

You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.

If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.

Level 6: Bend Luck

You have the ability to twist fate using your wild 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 wild magic. Whenever you roll on the Wild Magic 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 except for the final row, 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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