Sorcerer
Base Class: Sorcerer

A new way to determine if Wild Surges are triggered, along with a variation on Spell Bombardment. Otherwise, this class is the same as is found in the PHB.

Your innate magic comes from the forces of chaos that surround and suffuse the world. Maybe you were struck by lightning at birth or touched a powerful artifact, and felt an awakening within you, unleashing a blast of destructive energy. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. Only the strength of your personality prevents these chaotic forces from overwhelming you. 

Wild Surge

This is a new way to determine if a Wild Surge is triggered. 

Anytime you cast a Sorcerer spell of 1st level or higher, you must make a Charisma Saving Throw. The DC for this check equals 10+the level of the spell cast. If you roll below the DC, 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.

Optional rule: Some days, only 50% (rounded down) of your known spells are truly under your control. Each long rest you must roll a Charisma saving throw vs. your Spell save DC. If you fail the saving throw, you must randomly determine which of your spells are uncontrolled. If you succeed one the saving throw, all of your spells are considered to be under your control for the day. Controlled spells are cast as normal, following the rules above. Uncontrolled spells trigger a Wild Surge every time they are cast. 

Please see the PHB for the Wild Magic Surge Table. 

 

Tides of Chaos (see the PHB).

Please see the PHB

Bend Luck (see the PHB)

Please see the PHB

Controlled Chaos (see the PHB)

Please see the PHB

Spell Bombardment (exploding dice)

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, roll those dice again and add that roll to the damage. Continue doing this as long as you continue to roll the highest number possible. You can use the feature only once per turn.

Ex: You cast fireball, and roll 8d6, with the following result: 1, 2, 3, 3, 4, 5, 6, 6. You reroll the two 6s, within the following result: 2, 6. You reroll the 6, getting a 3. The total damage rolled is added together, for a total of 41. 

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