Sorcerer
Base Class: Sorcerer

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Immediately after you cast a spell of 1st level or higher, you must roll a dice to determine whether or not a Wild Magic Surge occurs. The dice rolled is determined by the level of the spell you cast, and changes as you gain control over the magics you wield, as shown in the Surge Determination table.  If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Surge Determination Table

 

Spell Level

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Sorcerer Level

1-2

D6

x

x

x

x

x

x

x

X

3-4

D8

D6

x

x

x

x

x

x

X

5-6

D10

D8

D6

x

x

x

x

x

X

7-8

D12

D10

D8

D6

x

x

x

x

X

9-10

D12

D10

D8

D6

D4

x

x

x

X

11-12

D20

D12

D10

D8

D6

D4

x

x

X

13-14

D20

D20

D12

D10

D8

D6

D4

x

X

15-16

D20

D20

D20

D12

D10

D8

D6

D4

x

17-19

D20

D20

D20

D20

D12

D10

D8

D6

D4

20

Your exposure to Chaos has given you incredible control over your Wild Magic. You now choose when to roll on the Wild Magic Surge Table after casting a spell of 1st level or higher, following to rules for Controlled Chaos.

 

Tides 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. Once you do so, you must finish a long rest before you can use this feature again.

Any time before your next long rest, the DM can have you forego rolling the Surge Determination dice, and have you roll of the Wild Magic Surge Table. You then regain the use of this feature.

Mad Magic

Wild Spell

When you cast a Sorcerer spell, you can expend a number of Sorcery points equal to half the spell level (rounded up). When you do so, you can cast the spell without expending a spell slot, but you trigger a Wild Magic Surge.

Chaotic Over-reach

Once per day, you can attempt to cast a Sorcerer Spell of a level for which you do not normally have Sorcerer Spell Slots. Doing so requires an incredible expenditure of raw power and vitality, and is not guaranteed to succeed. When you attempt to cast a spell in this way, you must spend a number of Spell Slots equal to 2x(the level of the intended spell), and Sorcery points equal to the level of the intended spell. In order to successfully cast a spell in this way, you must succeed on a Spellcasting Ability Check (using your Spellcasting Ability) equal to (13+the intended Spell’s level). You cannot gain advantage on this roll, or use any feature that allows you to roll reroll results (like Luck or Inspiration).

On a success, you cast the intended spell, gain one level of exhaustion, and trigger a Wild Magic Surge (in that order). On a failure, the spell is not cast, you gain two levels of exhaustion, become stunned for 1d4+1 rounds, and trigger a Wild Magic Surge (in that order).

Example: a 6th level Sorcerer has spell slots up to 3rd level. They can attempt to cast any Sorcerer Spell of 4th level or higher using their Chaotic Over-reach, assuming they can meet the cost requirements. To attempt to cast a 5th level spell, they could spend 2x 3rd level slots, 2x 2nd level slots, and 5 Sorcery Points. They would need to roll 18 or higher on their Ability Check for the Spell to be successful.

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.

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. 

Spell Bombardment

When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

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