Base Class: Sorcerer
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. 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.
Note
This variant of the Wild Magic sorcerous origin significantly changes how Wild Magic Surge works and makes minor tweaks to other class features. It makes wild magic even more unpredictable with wild magic surges happening each time a sorcery point is used and having a more significant range of potential effects on the caster, their enemies and their allies. It should only be used in groups where all the players don't mind introducing a little extra chaos to things! Roughly half the wild magic surge effects have no particular effect on game mechanics, but GMs are encouraged to encourage and reward players who make use of the effects creatively.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed wild magic when you push the envelope by using sorcery points. Typically such wild magic surges may produce either beneficial and harmful effects. Most (though certainly not all) the effects of wild magic surges are limited to the caster or creatures relatively close to them... for this reason, adventuring parties containing a Wild Mage typically learn to keep some distance between themselves and their spell caster.
Once per turn, when you expend a sorcery point, roll on the Wild Magic Surge table. You may only roll once per turn, no matter how many sorcery points you spend. Add the level of the spell being cast, or spell slot being created, to the d100 roll. You may not roll on the Wild Magic Surge table when sacrificing a spell slot to gain sorcery points. If a spell being cast using sorcery points is interrupted, the Wild Magic Surge effect still takes place even if the spell itself is cancelled.
If a Wild Magic Surge effect says you ‘cast’ a spell, this is instant and doesn’t require an action or the use of a spell slot or components. Nor may you expend sorcery points on the spell. If a spell cast this way has level-variable effects , assume it is cast at the minimum level it is able to be cast at, but use your normal spell save DC for any saving throw required. Spells that normally only affect voluntary targets allow targets the option of attempting a Wisdom saving throw to resist. The duration of all spells cast this way are either d4 rounds (in combat) or d4 minutes (outside combat), regardless of their normal duration.
If an entry in the table says it affects a 'random creature' then this does not include include you unless specifically stated (or if there are no other valid creatures, in which case it affects you). If an entry says it is 'centred on you' then you are included in the area of effect. The area effect is static, however, and does not move with you if you move (unless the spell description states otherwise).
Wild Magic Surge
|
d100 |
Effect |
|
0 or less |
Showers of sparks, puffs of multicolored smoke, discordant noises or other outlandish yet harmless effects erupt briefly from the caster. |
|
1 |
Gain a bonus sorcery point that lasts until either used or you take a short rest. |
|
2 |
Roll a d4:
1-2 – you grow a long beard made of feathers, leaves, butterfly wings or other unlikely material. The beard lasts until you sneeze, at which point it explodes harmlessly out from your face.
3-4 – all your hair falls out but grows back within 24 hours, albeit a completely different style and colour |
|
3 |
Until you next sleep, your skin turns (d8):
1 – bright blue 2 – bright pink 3 – bright yellow 4 – scaly 5 – slimy 6 – feathered 7 – entirely transparent (ick) 8 – iridescent like petrol on water |
|
4 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. This is permanent. |
|
5 |
Roll a 2d10. Your weight changes by a number of pounds equal to the roll. If the roll is odd, you lose weight. If the roll is even, you gain weight. This is permanent. |
|
6 |
You are immune to being intoxicated by alcohol for the next d4 hours; but during this time normal food has the effect alcohol would. |
|
7 |
For the next d4 hours (d6):
1-2 – you can only talk in rhyming sentences (this has no effect on spell casting). 3-4 – whenever you speak, glowing subtitles of the words you are saying swirl around in the air as you say them. 5-6 – you must shout at full volume whenever you speak. |
|
8 |
For the next d4 hours (d6):
1-2 – you suffer violent flatulence but your expulsions smell of sweet candy, fresh baked bread and meadow flowers. 3-4 – obviously illusory plants and flowers spring forth where you step before withering away after a few seconds. 5-6 – your voice sounds like someone of the opposite gender. |
|
9 |
For the next d4 minutes you are surrounded by (d4):
1-2 – faint, ethereal music (disadvantage on Stealth checks) 3-4 – dancing lights (disadvantage on Stealth checks; sheds dim light in 10’ radius) |
|
10 |
Until you next sleep (d4):
1-2 – an eye appears on your forehead. You gain advantage on Wisdom (Perception) checks that rely on sight but disadvantage on saving throws related to vision.
3-4 – your ears grow to grotesque proportions. You gain advantage on Wisdom (Perception) checks that rely on hearing but disadvantage on saving throws related to sound. |
|
11 |
For d4 rounds, a random creature within 30’ is affected as if by (d6):
1-3 – Bane 4-6 – Bless |
|
12 |
For the next d4 hours, you can only see in black and white. |
|
13 |
An iridescent shield of magical force hovers near you for the next d4 rounds, granting you a +2 bonus to AC and immunity to Magic Missiles but preventing you from taking reactions. |
|
14 |
Creatures have (d4):
1-2 – disadvantage on saving throws against the next spell you cast. 3-4 – advantage on saving throws against the next spell you cast. |
|
15 |
You cast Grease centered on yourself |
|
16 |
You gain a permanent birthmark in an amusing or embarrassing shape. |
|
17 |
Until the next sunrise / sunset, you are constantly and inescapably accompanied by a GM-controlled Flumph that only you can see and hear. If you have had this result before, it is the same Flumph. |
|
18 |
For the next d4 rounds you gain:
1 – resistance to Fire but vulnerability to Cold 2 – vulnerability to Fire but resistance to Cold 3 – resistance to Bludgeoning but vulnerability to Piercing 4 – vulnerability to Piercing but resistance to Bludgeoning 5 – resistance to Radiant but vulnerability to Necrotic 6 – vulnerability to Radiant but resistance to Necrotic |
|
19 |
For the next d4 hours (d6):
1-2 – you entirely forget how to read and write one random language you know but gain the ability to read and write (d6, roll again if it’s the language you’ve forgotten):
1 – Elvish 2 – Infernal 3 – Magic 4 – Celestial 5 – Dwarvish 6 – Draconic
3-4 – anything you write down comes out in mirror script (only legible when seen as a reflection).
5-6 – anything you read is transformed into unintelligible nonsense scripts (returning to normal after the d4 hours). |
|
20 |
For the next d4 rounds, you regain 5 hit points at the start of each of your turns but have vulnerability to poison. |
|
21 |
For the next 1d4 hours you have advantage on saves against fear effects but gain a phobia. Apply the Frightened condition when seeing / interacting with (d8):
1 – your own reflection 2 – enclosed spaces 3 – open spaces 4 – food 5 – coins and gems 6 – kittens, puppies and other ‘cute’ animals 7 – water 8 – fire |
|
22 |
For the next d4 rounds, your base movement speed is increased by 50% but you may only move by taking dash movements. |
|
23 |
For the next d4 rounds, all your spells with a casting time of 1 action have a casting time of 1 bonus action instead; but you may not take reactions. |
|
24 |
A Modron (d4: 1- monodrone, 2 – duodrone, 3 – tridrone, 4 = quadrone) controlled by the GM appears in an unoccupied space within 30 feet of you, then disappears 1 minute later. The Modron acts according to its own internal logic and each round (d6):
1-2 attacks nearest creature with weapons / spell / power 3-4 moves as far as it can in a random direction (d8 facing) 5-6 attempts to aid / assist / buff nearest creature
Outside of combat, the modron behaves as the GM sees fit. |
|
25 |
If you were left-handed, you are now right-handed and vice versa. Ambidextrous characters grow a forked tongue that lasts until they next sleep. |
|
26 |
For the next minute, you gain the ability to see invisible creatures but have disadvantage on any Wisdom (Perception) checks for hearing. |
|
27 |
Normal animals are scared of you for the next 1d4 hours. |
|
28 |
For d4 rounds, a random creature within 30’ is affected as if by a Heat Metal spell. |
|
29 |
Your nose grows by 2d4 inches but returns to normal after you next sleep. |
|
30 |
You immediately regain d12 hit points but have disadvantage on Constitution saves for the next d4 rounds. |
|
31 |
You cast Colour Spray in a cone facing (d4):
1 – straight ahead of you 2 – to your right 3 – straight behind you 4 – to your left |
|
32 |
You can’t speak for the next d4 minutes. Whenever you try, pink bubbles float out of your mouth. Spells with a verbal component are unaffected but create violent streams of multi-coloured bubbles. |
|
33 |
For the next 1d4 hours, you are (d6):
1-2 – convinced you are deeply attractive to all genders of all sentient creatures 3-4 – convinced you are deeply unattractive to all genders of sentient creatures 5-6 – deeply attracted to all genders of all sentient creatures |
|
34 |
For the next d4 hours (d6)
1-3 – you gain the benefits of a Telepathy spell with one random creature you can see at the time of making this roll. This cannot be ended early.
4-6 – you may converse telepathically with any creature of Intelligence of 1-4 but lose the ability to understand any creature of Intelligence 5 or more. |
|
35 |
Roll a d20. Your hair (and beard if applicable) changes length by a number of inches equal to the roll. If the roll is odd, it’s shorter (up to and including bald); if the roll is even, it’s longer. |
|
36 |
For the next 1d4 minutes, any creature you touch - or who touches you - is affected as if by a Vampiric Touch spell (normal spell rules apply if used in combat). |
|
37 |
For the next 1d4 hours, whenever you laugh or cry you instead bray loudly like a donkey. |
|
38 |
For d4 rounds, or until destroyed, d3 swarms appear in random unoccupied spaces within 30’ of you. The swarms attack the nearest creatures to them. The swarms are of (d4):
1 – rats 2 – bats 3 – centipedes 4 – poisonous snakes |
|
39 |
You cast Mirror Image. |
|
40 |
For the next 1d4 minutes, a Zone of Truth spell is centred on you, moving with you and affecting both you and everyone within 15’ of you. |
|
41 |
A gaggle of d4 GM-controlled Flumphs appear in unoccupied spaces within 60’ of you and are (d6):
1-2 – frightened of you 3-4 – besotted with you 5-6 – curious about you
The Flumphs vanish after 1 minute or if killed. |
|
42 |
For d4 hours (d6):
1-2 – you have no reflection.
3-4 – your shadow takes on a life of its own. Though it remains anchored to your body and cannot affect anything physically or make a noise, it can move and emote of its own accord and acts like a mischievous or capricious version of yourself.
5-6 – when you look in mirror and reflective surfaces, only your reflection appears but nothing else (such as your surroundings, other people, etc) |
|
43 |
Roll a d4:
1 – You are Frightened by the nearest creature until the end of your next turn 2 – You are Charmed by the nearest creature until the end of your next turn 3 – The nearest creature to you is Frightened of you until the end of its next turn 4 – The nearest creature to you is Charmed by you until the end of its next turn |
|
44 |
You cast Levitate on yourself |
|
45 |
A random creature within 30’ of you must make a Constitution save or gain d4 Exhaustion levels, which stack with any existing ones. |
|
46 |
For the next d4 rounds (d6):
1-3 – you shed bright light in a 30’ radius and any creature that ends its turn within 5’ of you must make a Constitution save or be blinded until the end of its next turn
4-6 – chaotic, swirling shapes fill the air around you and provide you with half-cover against ranged attacks but impose the same penalties on ranged attacks you make |
|
47 |
For the next d4 hours, your hair (including your beard if applicable) writhes uncontrollably like snakes. |
|
48 |
You cast Sleep centred on yourself |
|
49 |
For the next 1d4 rounds, you experience much lower gravity: you and any objects you carry / lift weigh 50% less, your movement speed is reduced by 50%, you may jump twice as far (vertically and horizontally) and both falls and your melee attacks do 50% less damage. |
|
50 |
For the next d4 hours (d6):
1-3 – the weather in a one-mile radius around you changes (d6), 1-3, one step up or, 4-6, one step down the appropriate Control Weather charts each hour.
4-6 – wherever you are, a vivid rainbow appears in the sky above you. |
|
51 |
You cast Fly on a random creature within 30’ |
|
52 |
You immediately (d4):
1 – regain your lowest-level expended spell slot 2 – lose your lowest-level remaining spell slot. 3 – regain your highest-level expended spell slot. 4 – lose your highest-level remaining spell slot. |
|
53 |
Roll a d6:
1-2 – all the non-magical fabric you are wearing disintegrates instantly and permanently
3-4 – all the coins you are carrying turn into chocolate for d4 hours, before returning to normal (eaten coins are lost forever)
5-6 – any non-precious metal you are carrying turns to wood for d4 minutes |
|
54 |
You cast Fog Cloud centered on yourself |
|
55 |
Roll a d6:
1-2 – all non-magical alcohol within 30’ turns to water; all non-magical water within 30’ turns to wine. This is permanent.
1-3 – all non-magical provisions within 30’ are immediately (d6) either spoiled (1-3) or purified as by a Purify Food and Drink spell (4-6). This is permanent.
4-6 – all containers of edible liquids within 30’ start magically overflowing with 10 gallons of their contents per round for d4 rounds (the extra liquid is permanent). |
|
56 |
If it is nighttime (or underground / indoors in darkness) you cast Daylight centred on yourself. If it is daytime (or underground / indoors with lighting) you cast Darkness centred on yourself. |
|
57 |
For the next d4 rounds, any flammable object you touch that isn’t being worn or carried by you or another creature bursts into flame. |
|
58 |
You cast Blur |
|
59 |
Until you next sleep, no matter what it’s style or quality, all food tastes (d6):
1-2 – delicious 3-4 – bland 5-6 – disgusting |
|
60 |
You cast Confusion centered on yourself |
|
61 |
The ground within 30’ centred on you becomes Difficult Terrain for d4 rounds because (d4):
1 – A splattering rain of frogs covers it in amphibian gore 2 – It is suddenly smothered in sticky sweet treacle 3 – A thick rime of ice grows to coat it 4 – It begins to undulate like the surface of rough water
After the d4 rounds are over, the effect vanishes without trace. |
|
62 |
For d4 rounds, every creature within 30’ of you becomes invisible. The invisibility on a creature ends when it attacks or casts a spell. Invisible creatures are not able to see each other without special means. |
|
63 |
You cast Otto's Irresistible Dance on a random creature within 30’. If that creature fails its save, you must also make a save or be affected by the spell. |
|
64 |
For the next d4 rounds, you (d6):
1-3 – gain resistance to all damage but your speed is reduced by 10’ 4-6 – gain vulnerability to all damage but your speed is increased by 10’ |
|
65 |
1d4 random non-magical objects within 30’ of you are affected as if by an Animate Object spell for the next d4 minutes. The objects defend themselves if attacked but otherwise just move around randomly, as if excited to be alive. |
|
66 |
For the next d4 rounds (d6):
1-3 – your size decreases by one category 4-6 – the size of a random creature within 30’ decreases by one category |
|
67 |
You gain the ability to breathe water for 1d4 minutes but lose the ability to breathe air for the same duration. You may breathe from flasks or other containers of water as if using an air bladder. You may cast spells normally (creating little bubbles instead of verbal components). If you have no water and suffocate, at the point you reach 0 hit points this effect ends and any hit points lost due to suffocation are instantly restored. |
|
68 |
A random creature within 30’ of you becomes poisoned for d4 rounds. |
|
69 |
Other worldly tentacles sprout in a random, unoccupied space within 30’ of you. For d4 rounds, anyone entering or moving through the space is subject to the effects of the Arms of Hadar spell. If there is no unoccupied space within 30’ of you, nothing happens. |
|
70 |
You cast Feather Fall on a random creature within 30’ |
|
71 |
A Flumph appears in the nearest unoccupied space to you and begins jealously guarding you against any creature that comes within 10’ of you. Unless killed, the Flumph will follow you around for d4 rounds before disappearing. |
|
72 |
Roll d6:
1-2 – two random points, one within 30’ of you, one between 100-300’ of you, are affected as if by an Arcane Gate spell that lasts d4 rounds
3-4 – Magic Mouths appear on d6 random surfaces within 100’ of you and loudly repeat everything you say for the next d4 hours
5-6 – for the next d4 hours, d6 random 5’ squares within 100’ of you set off an audible alarm whenever a creature enters them |
|
73 |
A single GM-controlled Celestial (d6) appears in the nearest unoccupied space to you. It disappears after d4 rounds and its attitude is based on your alignment.
1-2 – Pegasus 3-4 – Couatl 5-6 – Unicorn |
|
74 |
You gain the benefits of Darkvision for d4 rounds (or the range of your existing Darkvision is doubled for d4 rounds) but bright light will make you Blinded during that time. |
|
75 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger. If the roll is even, you get older. |
|
76 |
For the next d4 hours, (d6):
1-2 – All non-magical items you are carrying at the time of making this roll gain a spurious aura of Illusion magic, as if affected by the False Aura option of the Arcanist’s Magic Aura spell
3-4 – All magical items you are carrying at the time of making his roll appear non-magical to Detection spells and powers, as if affected by the False Aura option of the Arcanist’s Magic Aura spell
5-6 – Your alignment is treated as different for any spells or powers that target alignment, as if affected by the Mask option of the Arcanist’s Magic Aura spell (d8, roll again if you get your actual alignment):
1 – LG 2 – LN 3 – LE 4 – NG 5 – NE 6 – CG 7 – CN 8 – CE |
|
77 |
Up to three random creatures within 30’ of you take 3d10 lightning damage with a reflex save for half damage. |
|
78 |
For d4 rounds, every creature within 30’ centred on you is affected by (d6):
1-3 – Haste 4-6 – Slow (with normal chance to save) |
|
79 |
You cast Alter Self on yourself with the following effect (d6): 1-2 – aquatic adaptation 3-4 – natural weapons 5-6 – take on appearance of a... (d4, roll again if you get your own race):
1 – half-orc 2 – dwarf 3 – elf 4 – human |
|
80 |
Taking effect on the next combat turn (or the next time you roll initiative if not in combat) you immediately move (d6):
1-3 – to the top of the initiative order 4-6 – to the bottom of the initiative order |
|
81 |
You may take one additional action immediately but next turn cannot take any bonus actions or reactions. |
|
82 |
You cast (d6):
1-3 – Silence (centred on yourself) 4-6 – Thunderwave |
|
83 |
You gain (d6):
1-3 – advantage on the next saving throw you make 4-6 – disadvantage on the next saving throw you make |
|
84 |
For the next d4 rounds (d6):
1-3 – your size increases by one category 4-6 – the size of a random creature within 30’ increases by one category |
|
85 |
For the next d4 rounds, at the beginning of your turn (d6):
1-3 – you must teleport exactly 30’ to an unoccupied space of your choice that you can see. This requires no action.
3-4 – you must use your bonus action to teleport up to 30’ to an unoccupied space of your choice that you can see.
In both cases, if there are no free spaces that you can see, 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. |
|
86 |
A random creature within 30’ must make a Charisma save or turn into an animal (d6) for the next d4 rounds. If that creature fails its save, you must also make a Charisma save or be transformed into a random animal (d6) for the same duration. All worn and carried items are also transformed.
1 – small pony 2 – flamingo 3 – large fish 4 – potbelly pig 5 – iguana 6 – house spider |
|
87 |
For d4 rounds, you gain (d6):
1-3 – advantage on saving throws against spells and other magical effects 4-6 – disadvantage on saving throws against spells and other magical effects |
|
88 |
Any corpses or pile of bones within 30’ of you become animated skeletons (bones) or zombies (corpses) for the next d4 rounds. They attack the nearest target or defend themselves. If there are no bone piles or corpses within range, every creature (including you) within 30’ is affected as if by a Toll the Dead spell. |
|
89 |
Every magical item within 30’ of you that uses charges (d6):
1-2 – regains d3 charges 3-4 – loses d3 charges 5-6 – immediately expends a charge (targeting a random creature within 30’ if applicable) |
|
90 |
You cast Hideous Laughter affecting a random creature within 30’ |
|
91 |
A random creature within 30’ must make a Constitution save or be affected as if by the Gaseous Form spell for d4 rounds. |
|
92 |
A single GM-controlled Devil or Demon (d6) appears in the nearest unoccupied space to you. It disappears after d4 rounds and its attitude is based on your alignment.
1 – Lemure 2 – Dretch 3 – Imp 4 – Quasit 5 – Bearded Devil 6 – Bulezau |
|
93 |
Until you next sleep, your head takes on the form of a Flumph. With no mouth, you temporarily lose the power of speech but gain the ability to project your thoughts telepathically within 30’. Spellcasting is unaffected. |
|
94 |
For the next d4 rounds (d6):
1-3 – a random creature within 30’ is affected as if by a Feign Death spell 4-6 – you are affected as if by a Feign Death spell. |
|
95 |
You cast Dispel Magic on a random creature within 30’ |
|
96 |
Roll twice more on this table, applying both effects (but re-rolling if you get this result again). |
|
97 |
You suffer total amnesia for 1d4 minutes. This does not affect spell casting or skill / ability use. |
|
98 |
You lose all your remaining sorcery points but gain an inspiration point for each four full sorcery points lost (minimum one). |
|
99 |
You cast Magic Missile as a 5th-level spell at a random creature within range |
|
100 |
You turn into a small potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts, healed to full HP. |
|
101 |
You regain all expended sorcery points. |
|
102 |
The next spell you cast benefits from a random (d4) metamagic without using any sorcery points:
1 – Distant 2 – Extended 3 – Empowered 4 – Heightened
If the metamagic cannot affect the spell being cast, roll again. |
|
103 |
For the next d4 hours, your ability scores are adjusted as follows (d6):
1 – Gain +2 Strength but lose -1 Intelligence 2 – Gain +2 Intelligence but lose -1 Strength 3 – Gain +2 Dexterity but lose -1 Wisdom 4 – Gain +2 Wisdom but lose -1 Dexterity 5 – Gain +2 Constitution but lose -1 Charisma 6 – Gain +2 Charisma but lose -1 Constitution |
|
104 |
You cast Fireball centered on yourself |
|
105 |
Roll d6:
1-3 – All creatures within 30’ of you take d10 necrotic damage (this may heal undead). You regain hit points equal to the sum of the necrotic damage dealt.
4-6 – All creatures within 30’ of you heal d8 damage (this may harm undead). You lose hit points equal to the sum of the damage healed. |
|
106 |
A single GM-controlled elemental appears in the nearest unoccupied space to you (d4) and remains until destroyed.
1 – fire 2 – earth 3 – water 4 – air
Towards you, the elemental is (d6):
1-2 – hostile 3-4 – indifferent (unless provoked) 5-6 – friendly |
|
107 |
You and all creatures within 30’ must make a Charisma save or be instantly transported to a random plane (d20) for 1d4 hours (at which point you reappear in the space you were in before, or the nearest free space if it’s now occupied):
1 - Mount Celestia 2 - Bytopia 3 - Elysium 4 - The Beastlands 5 - Arborea 6 - Ysgard 7 - Limbo 8 - Pandemonium 9 - The Abyss 10 – Carceri 11 - Hades 12 - Gehennaf 13 - The Nine Hells of Baator 14 - Acheron 15 - Mechanus 16 - Arcadia 17 - Astra 18 - Etheral 19 - Feywild 20 - Shadowfell |
|
108 |
Anytime you die within the next 1d4 hours, you immediately come back to life as if by the Resurrection spell. So does any enemy you kill. |
|
109 |
You cast (d4):
1-2 – Time Stop 3-4 – Imprisonment, affecting yourself, for d4 rounds, with no save, and using the Hedged Prison option. |
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.
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 a sorcery point 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. Using sorcery points means a roll on the Wild Magic table (unless you have already done so on your turn), though apply -20 to the d100 roll. At 12th level you may spend two sorcery points to affect the roll by 1d8 instead of 1d4.
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 may spend a sorcery point to influence the roll in one of the following ways (you may choose to spend a sorcery point in this way after you have seen the result of your initial roll on the Wild Magic Surge table but before any effect is applied). You may only spend one sorcery point on influencing the result of a roll on the Wild Magic Surge table.
- Add or subtract up to your Charsima modifier to the result (after adding the spell level as normal)
- If an effect says it affects a 'random' creature, you instead choose which creature within range that it affects
- If an effect has a table of variable outcomes, pick from the list(s) instead of rolling
Spell Bombardment
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 one or more of the dice, you may spend a sorcery point to roll each of the dice that rolled their maximum again and add those rolls to the damage. If any of the re-rolled dice again roll their maximum, you may roll them another time and keep doing so as long as they keep rolling their maximum. Spending a sorcery point requires a roll on the Wild Magic Surge table if you haven't already made one this turn.
Previous Versions
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9/30/2020 4:57:08 PM
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