Wizard
Base Class: Wizard

Some wizards bend the weave to their will through discipline and precision. You have never had that luxury. Your magic crackles with wild storm energy — unpredictable, volatile, and ferociously powerful. Whether this instability is a flaw or a gift depends entirely on whether you survive it. Through study of the Stormcrafter's Codices and hard-won experience, you learn to read the surge before it breaks, and eventually to stand at its eye without being consumed. Stormweavers are defined by their relationship with controlled chaos. They do not master the storm. They learn to live inside it.

Volatile Surge

You have advantage on spell attack rolls that deal lightning damage. When you cast a spell of 1st level or higher that requires an attack roll or forces a saving throw, roll a d20 after the spell connects — either on a successful attack roll, or when at least one target fails their saving throw. This roll happens once per spell, regardless of how many targets are affected. Consult the Volatile Surge table below.

VOLATILE SURGE TABLE

1–3 | Backfire: The spell's effect is negated. You and each creature within 5 feet of you take 1d6 lightning damage per level of the spell slot expended.

4–8 | Fizzle: The spell's effect is negated. The spell slot is consumed.

9–17 | Stable Cast: The spell functions normally. 1

18–20 | Surge: The spell functions normally and deals one additional die of its damage type per level of the spell slot expended.

At 2nd level, this feature applies only to spells that deal lightning damage. Additional damage types are unlocked as you discover the Stormcrafter's Codices (see Codex Mastery at 6th level).

 

SURGE RULES

  • Spells that make multiple attacks (such as scorching ray) roll once, after the first hit. A negated result cancels the entire spell, and Surge dice are added only once.
  • Spells that deal damage across multiple turns (such as witch bolt) roll only on the initial cast.
  • If a spell deals more than one damage type, Surge dice use the damage type governed by this feature.
  • Surge dice are added to the damage of each creature affected by the spell.

 

Storm Charges

STORM CHARGES

You gain a pool of Storm Charges representing your growing attunement to surge energy. You have 2 Storm Charges, and you regain all expended charges when you finish a short or long rest. This pool increases to 3 at 6th level, 5 at 10th level, and 7 at 14th level.

When you roll a Fizzle or Backfire result on the Volatile Surge table, you may expend 1 Storm Charge (no action required) to instead treat the result as a Stable Cast. The spell functions normally and the spell slot is consumed as normal.

You may only expend Storm Charges once per Volatile Surge roll.

Codex Mastery

Codex Mastery

Your study of the Stormcrafter's Codices expands the reach of your volatile power. Each Codex you discover unlocks a new damage type subject to the Volatile Surge table and the advantage on spell attack rolls granted by this subclass:

- Earth Codex: Thunder damage
- Water Codex: Cold damage
- Fire Codex: Fire damage
- Wind Codex: Force damage
- Lightning is always active and requires no Codex.

The Codices may be discovered in any order. The advantage on spell attack rolls and the Volatile Surge table apply to all spells dealing an unlocked damage type.

Discharge

The storm no longer turns on its source — it lashes outward.

Your Backfire result no longer harms you. Instead, each creature within 10 feet of you must make a Dexterity saving throw against your spell save DC, taking 1d6 lightning damage per level of the spell slot expended on a failed save, or half as much damage on a successful one.

When you roll a Fizzle result on the Volatile Surge table, you may choose to release the energy as a Backfire instead of expending a Storm Charge. The spell's effect is still negated, but each creature within 10 feet of you must make the Dexterity saving throw described above.

Ride the Lightning

When you roll a Fizzle or Backfire result on the Volatile Surge table, you may expend 2 Storm Charges (no action required) to instead treat the result as a Surge.

The spell functions normally and deals its Surge dice. You may only expend Storm Charges once per Volatile Surge roll. I

f you expend 2 charges to force a Surge result, you may not also expend 1 charge to reduce it to a Stable Cast.

Eye of The Storm

You have passed through the chaos of your own power and emerged at its center. The storm no longer threatens to consume you — it answers to you.

REVISED SURGE TABLE

The Backfire result is removed from your Volatile Surge table. Your table now reads:

1–5 | Fizzle: The spell's effect is negated. The spell slot is consumed.

6–17 | Stable Cast: The spell functions normally.

18–20 | Apex Surge: See below.

APEX SURGE

When you roll an Apex Surge result, the spell functions normally and deals its Surge dice (one additional die of its damage type per level of the spell slot expended) plus an equal number of lightning damage dice. If the spell already deals lightning damage, instead double all of the spell's damage dice, including any dice added by other features.

When you use Ride the Lightning, the result becomes an Apex Surge.

SURGE FEEDBACK

Whenever you roll a natural 18–20 on the Volatile Surge table, you regain 1 expended Storm Charge. Results changed by Ride the Lightning don't trigger Surge Feedback.

Previous Versions

Name Date Modified Views Adds Version Actions
10/15/2026 6:28:34 PM
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