Wizard
Base Class: Wizard

Wild Mages are wizards dedicated to the study and use of wild magic.

Unlike specialist wizards, their power is unrestricted, offering unique advantages and unpredictable risks. Wild Mages are the only wizards capable of casting Wild Spells, which fluctuate in power or produce unintended effects.

At the DM’s discretion Wild Mages can interact uniquely with magical items. They can choose to use the power of magical items with their Wild Manipulation power. They also have a 50% chance of controlling a wand of wonder: if successful, they can use its charges to cast spells they know, though failure results in a random effect.

Despite its volatility, wild magic remains a compelling and powerful force, that lets Wild Mages get the results they need, not those that they can achieve.

This class was originally published on Dungeon Master's Guild (DMSguild).

WILD MAGIC INITIATE

Choose two Wizard spells of any school, that require either a Magic Attack roll or a saving throw, and add them to your spellbook as Wild Spells. Wild Spells are always prepared. You always roll a d20 to cast a Wild Spell, either to roll for Attack or to determine the Difficulty Class. The Difficulty Class and the Magic Attack roll of Wild Spells is: 1d20 + your proficiency bonus + your Intelligence modifier. If you roll a 1 on the d20 roll you must roll an Unfavorable Wild Surge result in the corresponding d% Wild Surge Table, if you roll a 20 on the d20 roll you must roll a Favorable Wild Surge result in the corresponding d% Wild Surge Table.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one more Wizard spell of any school to this list of Wild Spells. The chosen spell must be of a level for which you have spell slots.

WILD MANIPULATION

You can force the Weave to gain unexpected results. You can cast any spell you have prepared as if it was a Wild Spell. Follow the casting rules for Wild Magic Initiate, including the roll to determine if you get a wild surge. You can use this feature a number of times equal to your Proficiency bonus before a Short Rest.

WILD CONTROL

If you have to roll on the Wild Surge Table, and you do not like the result, you can choose to re-roll, but you have to use the second result.

WILD MAGIC MASTER

When you cast a Wild Spell with a spell slot of levels 1-5 you can maximize all the numerical elements of the spell (damage, distance, whatever is determined by dice rolls). If you do, all subsequent spells will be cast as Wild Spells until you take a Short rest. Once you use this feature, you can't do so again until you finish a Long Rest.

Wild Mage - A Wild Thing Image

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