Sorcerer
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 a distant 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.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Whenever you cast a sorcerer spell of 1st level or higher, roll 1d4. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. Additionally, whenever you use metamagic to augment a spell or cantrip, a Wild Magic Surge always occurs. Each time you roll on the Wild Magic Surge table, roll 2 d20 dice; one for a positive effect, and one for a negative effect. A Wild Magic Surge can only occur once per turn.

Wild Magic Surge Table
 

Positive Surge

d20 Effect
1 No Effect
2 The smell of your favorite food fills the air around you.
3 The sound of your voice becomes very pleasing to hear for the next hour.
4 Your clothes become cleaned, and faded dyes return to full brightness.
5 Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to your spellcasting ability modifier.
6 You feel a jolt of energy. Your movement speed increases by 15 feet until the end of your next turn.
7 The spell causes a bright flash of light. A random hostile creature within 5 feet of the target of the spell must make a Constitution saving throw against your spell Save DC or be blinded until the end of your next turn.
8 The energy type of the spell becomes raw and formless. If it does damage, it deals force damage instead of the type indicated in the spell description. If the spell you cast does not deal damage, the target of the spell is pushed 10 feet away from you.
9 With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 10 feet of you.
10 Arcs of Chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 1d8 lightning damage.
11 Enemies have more difficulty attacking you due to the arcane energy swirling around you.The next attack against you before the start of your next turn has disadvantage.
12 The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits with an attack, you can use your reaction to deal 1d6 lightning damage to the attacker. The damage increases by 1d6 for each level of the spell cast above 1st.
13 Anti-magic hums in the air around you. If an enemy casts a spell that targets you before the end of your next turn, you can use your reaction to direct it and cast counterspell at 3rd level without expending a spell slot.
14 You become energetic. Gain the effects of the haste spell until the end of your next turn, ignoring the lethargy effect.
15 The spell becomes amplified. If the spell deals damage, it deals an extra 1d4 damage to each target, increasing by an additional 1d4 for every level of the spell above 1st.
16 Your magic repels that of others. If you take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled.
17 The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saves to maintain it until the end of your next turn.
18 The spell takes on a honing quality, making it much easier to hit with. You have advantage on the attack roll, and targets have disadvantage on saving throws for this spell.
19 The casting of the spell gathers ambient magic to you. You regain your choice of a 1st level spell slot or 2 sorcery points. This only occurs if you have a used slot or missing sorcery points available to refill.
20 Roll twice on this table and gain both effects. Reroll 20s.

 

Negative Surge

d20 Effect
1 Roll twice on this table and suffer both effects. Reroll 1s.
2 The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead.
3 The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell.
4 The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on constitution saving throws you make to maintain it.
5 You feel like an exposed nerve, and become sensitive to magic. The next spell that damages you before the start of your next turn deals an additional 1d8 force damage.
6 The spell leaks energy as it manifests. If the spell deals damage, it deals 1d4 less damage to each target, decreasing by an additional 1d4 for every level of the spell above 1st.
7 You begin to feel as if time has turned to honey around you. You suffer the effects of the slow spell until the end of your next turn.
8 The magical energy that flows out of you is rebounded by a flare of anti-magic. Your spell fizzles and has no effect. It still expends the spell slot.
9 Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d6 lightning damage. This damage increases by 1d6 for every level of the spell above 1st.
10 Enemy attacks are pulled to you as your magic exerts a magnetic attraction. The next attack against you before the start of your next turn has advantage.
11 Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 1d8 lightning damage.
12 Reality distorts around you and your appearance stutters in and out of view. You immediately teleport to a random point within 10 feet of you. Your DM may decide a space within 10 feet where you teleport instead.
13 The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets are treated as if they have resistance to the spell's damage type(s). Targets with resistance to the damage type(s) are treated as if they have immunity.
14 A flash of light bursts right before your eyes. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
15 A wave of lethargy washes over you, and you begin to feel sluggish. Your movement speed decreases by 15 feet until the end of your next turn.
16 Some of the spell’s energy recoils and strikes you. You take force damage equal to the spell’s level + your spellcasting ability modifier.
17 You suffer a faint, harmless ringing in your ears for the next minute.
18 Roll 1d4. On a roll of 1 or 2, you are forced to speak only in whispers for the next hour. On a roll of 3 or 4, you are only able to shout for the next hour.
19 You immediately become hungry and thirsty.
20 No effect.

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 you experience a Wild Magic Surge, you regain a use of this feature.

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 grant advantage or disadvantage (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 for both the positive and negative effect. You choose which of each occurs.

Destructive Chaos

Beginning at 18th level, you have learned to augment your spells with the chaotic magic that flows through you. When you roll damage for a leveled spell, you can spend 2 sorcery points to roll one additional damage dice. You can use this feature any number of times on the same spell so long as you have sorcery points to spend. If the spell deals more than one damage type, you may choose either type (but not both) to add an additional dice to.