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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