Base Class: Sorcerer
Barritar's innate magic comes from the forces of chaos that underlie the order of creation. His magic is a fluke of his birth, just being in the wrong place at the wrong time. This magic churns within Barritar, waiting for any outlet.
Wild Magic Surge
| d100 | Effect |
| 1 | You cast fireball as a 3rd-level spell centered on yourself. |
| 2 | You cast confusion centered on yourself. |
| 3 | You turn into a 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. |
| 4 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
| 5 | You transform into a stone/ marble/ metal statue of yourself until the start of your next turn, during which time you are considered petrified. If you drop to 0 hit points, the statue breaks and your form reverts. |
| 6 | You go blind for 1 minute. |
| 7 | For 1 minute, every time you attack with a weapon or cast a spell, you take 1d4 Force damage |
| 8 | For 1 minute, you are at the center of a 10-foot radius anti magic field that negates all magic up to 5th level. |
| 9 | You cast grease centered on yourself. |
| 10 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 11 | You are frightened by the nearest creature until the end of your next turn. |
| 12 | You cast Darkness centered on yourself |
| 13 | You feel very sleepy and fall asleep (unconscious) for one minute, or until you take damage or someone uses an action to shake or slap you awake. |
| 14 | You lose 1d4 sorcery point (to a minimum of 0). |
| 15 | You cast slow on yourslef |
| 16 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 17 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 18 | You trip, fall prone, and a mischievous ghostly laughter can be heard. |
| 19 | An unseen servant appears for 1 hour. The Unseen Servant is constantly plotting against you and trying to sabotage you. |
| 20 | You forget everything that happened within the last 24 hours |
| 21 | Oil pours off of you leaving a trail and residue everywhere and gives off an odor |
| 22 | You temporarily forget how to speak Common |
| 23 | For the next minute, everything you say now must rhyme. If it doesn’t, you take 1d6 psychic damage. |
| 24 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
| 25 | 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. |
| 26 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 27 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
| 28 | 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. |
| 29 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
| 30 | 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. |
| 31 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 32 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 33 | Your hair falls out but grows back within 24 hours. |
| 34 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
| 35 | For the next minute, you must shout when you speak. |
| 36 | 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. |
| 37 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 38 | You cast fly on a random creature within 60 feet of you. |
| 39 | Your size increases by one size category for the next minute. |
| 40 | You are surrounded by faint, ethereal music for the next minute. |
| 41 | A 30-foot cube hypnotic pattern appears with you at the center. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage. |
| 42 | You are now wearing a fez on your head or on top of anything else you have on your head. It is a glorious fez. |
| 43 | For the next hour, you are followed by your own, small, personal raincloud. |
| 44 | For the next hour, your elemental spells (acid, cold, fire, lightning, poison, or thunder) deal damage of a random type instead of their normal type (roll a d6). |
| 45 | Roll twice on this table, ignoring this result. |
| 46 | 1d6 chickens appear at your feet and run away squawking, at top speed (20 feet per round). |
| 47 | A duck controlled by the DM appears, sitting on the head on a target of the spell (or the nearest creature to you). It is friendly towards the target. |
| 48 | You lose the ability to smell / taste for 24 hours. |
| 49 | All light sources within 60’ radius are extinguished |
| 50 | Your next dream is decided by your DM; you wake up with the exhausted condition until you take a short rest. |
| 51 | You are in a bad mood for 1 hour. |
| 52 | Your voice becomes extremely high pitched for one hour. |
| 53 | For the next minute, you can see any invisible creature if you have line of sight to it. |
| 54 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
| 55 | You cast fog cloud centered on yourself. |
| 56 | 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. |
| 57 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 58 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
| 59 | 1d100 gold coins rain down within a 30-foot radius of you for 1 round; creatures within must make DC15 Dexterity saves or take 1d6 bludgeoning damage. The coins are real and permanent. |
| 60 | An unseen servant appears for 1 hour. The Unseen Servant is willing to sacrifice itself for you. |
| 61 | You cast Comprehend Languages on yourself |
| 62 | You smell really good for 24 hours; you roll persuasion checks with advantage. |
| 63 | You get a vision from the past or future (DM story discretion) |
| 64 | The next spell you cast (that can be Twinned) has a 50% chance to vanish without an effect and 50% chance to be twinned. |
| 65 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 66 | You cast magic missile as a 5th-level spell. |
| 67 | For the next minute, you regain 5 hit points at the start of each of your turns. |
| 68 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 69 | You regain 2d10 hit points. |
| 70 | You cast levitate on yourself. |
| 71 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
| 72 | You regain your lowest-level expended spell slot. |
| 73 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 74 | You can take one additional action immediately. |
| 75 | You cast mirror image. |
| 76 | 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. |
| 77 | You cast Haste on yourself |
| 78 | You Cast Wall of Force |
| 79 | You cast fire shield on yourself. |
| 80 | You cast blur on yourself. |
| 81 | You cast scorching ray. |
| 82 | For the next minute, your spells ignore resistances. |
| 83 | The range of your spells that don't have a range of self is doubled for the next minute. |
| 84 | You cast Chaos Bolt as 3rd level spell. |
| 85 | Next time you get hit, within 10 minutes, you cast shield as a reaction without spending a spell slot. |
| 86 | 3 Magic Missiles fire off at each enemy within 120ft |
| 87 | You cast Wall of Fire |
| 88 | You cast a copy of your last cast spell (including metamagic effects) |
| 89 | Caster regains 1 Sorcery Point |
| 90 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 91 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
| 92 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 93 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 94 | You gain resistance to all damage for the next minute. |
| 95 | You regain all expended sorcery points. |
| 96 | You regain 1d4 Sorcery Points. |
| 97 | You regain your highest-level expended spell slot. |
| 98 | You can use the Heightened Spell metamagic on the next spell you cast, for free. |
| 99 | You can use the Twinned Spell metamagic on the next spell you cast, for free. |
| 100 | You may select any result from this table (100) |
Tides of Chaos
You manipulate the wild energies of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you use this you must finish a long rest before you can use this feature again. Additionally, you instantly regain the use of this once you make a “Surge Check".
Bend Magic
For the next minute after you make a surge check, anytime magic is used within 120 feet of you (spells, magic items, anything the DM considers “magic”) a Wild Magic Surge is triggered. Any surges you trigger during this time are considered to work in your favor: if you roll a 25 or less in the d100, add 25 to the result.
As soon as a wild surge occurs you snap out of it and the Bending Magic is over.
Controlled Chaos
Original: 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.
Homebrew: You start to gain some control over the Wild Magic within you. Whenever you trigger a wild magic surge, the d20 you roll for Bad, Neutral, Good can only be “Bad” on a result of a 1. If you roll 2, 3, 4 or 5 it is now considered to be Neutral. Additionally, anytime you cast a spell you can spend a Sorcery Point to prevent you from rolling a “Surge Check”.
THE SPIRIT OF THE FEATURE: Results in the table are meant to be mostly neutral or good. You can also spend a Sorcery Point to prevent rolling a "Surge Check".
At 14th level, you start to gain some control over the Wild Magic within you. After rolling on the Wild Magic Surge table and feeling the Wild Magic Surge starting to manifest, roll a d20 and for any result other than 1, you are able to absorb the surge to recharge one Sorcery Point. If your Sorcery Point pool is full, the Sorcery Point cannot be absorbed and the Wild Magic Surge manifests.
Sorcery Surges
Whenever you cast a spell that triggers a wild magic surge you are able to spend additional sorcery points for free. You can spend up to 3 sorcery points on the spell you cast or on the wild magic surge effect (if it’s possible/ the DM allows it)
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