Sorcerer
Base Class: Sorcerer

Your innate magic comes from the forces of chaos that underlie the order of creation. For whatever reason; be it endured exposure to raw magic, blessings by a fey being, marking by a demon, a fluke of your birth with no apparent cause, or torture so extreme your very soul reached out to the essence of magic itself. However it came to be, this magic churns within you, waiting for any outlet.

The unpredictable nature of Wild Magic manifests itself differently in different locations. In many areas, when the forces of chaos are tapped, the magical weave surrounding the caster remains stable. In some areas of the world, though, chaotic disruptions grow progressively more violent over time. Scholars in these magic zones refer to this increasing intensity as The Rising Tide of Chaos. These metaphorical Tides of Chaos function similarly to ocean tides on the material plane. Under normal conditions, the weave of magic ebbs and flows in a fairly consistent nature. A Wild Mage tapping into this chaotic realm causes the weave to contract, causing the Tides of Chaos around the caster to become more dense, and consequently more susceptible to disruption. Wild Mages susceptible to this phenomenon have started to refer to it as the "Tidal Surge" effect due to its resembling the turbulent waters during an intense storm.

Wild Magic Surge: Rising Tide

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. After you cast a sorcerer spell of 1st level or higher, Your DM may have you roll a D20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. Every spell you cast creates a progressively larger disruption of the magic weave around the caster. Until a Wild Magic Surge is triggered, the range of Wild Magic rolls triggering a Surge is expanded by one after each Wild Magic Surge check. Once a Wild Magic Surge has been triggered or the Sorcerer takes a long rest the Tides of Chaos settle, and the chances of a Wild Magic Surge taking place return to normal. You cannot use Metamagic on a Wild Magic Surge and if it would normally require concentration it does not.

Optional rule: Only 50% (rounded down) of your known spells are truly under your control. Each long rest you must roll a constitution saving throw vs. your Spell save DC, if you fail the saving throw you must randomly reroll your uncontrolled spells somehow

Wild Magic Surge

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03-04

For the next minute, you can see any invisible creature if you have line of sight to it.

05-06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12*

All creatures within 10' must succeed a DC 15 strength saving throw or be pushed 15' away.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18*

You cast a copy of your last cast spell.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36*

The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. If the spell is a spell of 1st level, you still must expend a spell slot to cast it.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42*

You turn into a chicken until the start of your next turn. While a chicken, you retain your intelligence and you have vulnerability to all damage. If you drop to 0 hit points, your feathers fall out, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54*

You cast dissonant whispers on yourself.

55–56*

Choose one: either take 2D10 necrotic damage or cast blindness on yourself

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62*

You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98*

For the next hour, you appear to others to be the opposite gender.

99–00

You regain all expended sorcery points.

Tidal Surge of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. After a using this ability, the odds of a wild magic surge increase dramatically. Instead of rolling a d20 to determine if a Wild Magic Surge takes place, you roll a d12(or smaller die, per your DM). This die is used until a Wild Magic Surge takes place, at which point this feature becomes usable again.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

If you just had a Wild Magic Surge on your turn in this round of combat you may Bend Luck without spending any sorcery points.

If you decided to use the optional rule in Wild Magic Surge: Rising Tide you've become used to Wild Magic enough to now gain full control of your known spells and no longer have to roll a saving throw on long rest to see if your spells change. you may now select permanent spells for your previously uncontrolled spells.

Controlled Chaos

At 14th level, 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. Additionally you may now spend 1 sorcery point to reset your wild magic surge counter as if you just had a surge or long rest.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell, choose one die with the highest value rolled, and double the value of that die. You can use the feature only once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2019 11:27:46 PM
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