Sorcerer
Base Class: Sorcerer

Quick look:

  • Increased chances of triggering Wild Magic, the higher the spell;
  • Nerfed the Wild Magic Fireball;
  • More control over the chaos, starting at level 1;
  • Interactivity between features;
  • Risk-reward gameplay;
  • Flavor! Mmmmm…

 

Author's notes:

 

Do you want to play as a powerful sorcerer and unleash the mighty power of chaos? Tried giving Wild Magic a go to spin the "Grand Wheel of Fate"? And after a few sessions you saw that you barely interacted with any of the subclass features? If this sounds familiar, you are not the only one.

The Wild Magic subclass sounds interesting on paper, but is often lacking when it comes to gameplay, especially when compared to the other origins. As a Wild Magic sorcerer you can find yourself not using any of its features, for different reasons:

  • fear of it doing something terrible to yourself or the whole party;
  • the DM not calling the check;
  • or just terrible, terrible chances.

If you look a bit closely at the Wild Magic Surge table , you will see that most of the effects are neutral, a good portion of them are positive, some are bad and a couple are just terrible. So… it's mostly in your favor?

Well, the fear of dying instantly may just put this feature on the shelf, never to be used. Of all the outcomes on the list, having a FIREBALL in your face at low level is insta-death. And not just you, but the whole party. "Good campaign, everyone! It was a blast! Better luck next time. I will be taking your character sheets now..." said the DM.

Here's how I went about solving these issues:

  1. I nerfed the wild Fireball and made you resistant to it. So sure death is off the table. There are other bad effects, but they are manageable within a party. I have also added a couple of things that allow you to control the outcome on the Surge Table, even at level 1. Using Wild Magic already sounds more attractive.
  2. House rules: You always check for Wild Magic Surge. You don't leave it in the hands of the DM. He has other things to worry about. The outcome is less catastrophic, so it's going to be okay.
  3. I have increased odds of Wild Magic triggering with higher spells. Other features also interact or counteract with the odds, giving you progressively more options the more you level-up.

The features you get while leveling this subclass interact with each other, give you more control over chaos and bring in a risk-reward factor to the mix. Playing with the reworked subclass will make you feel like you are actually struggling to control chaos and gaining more power with time.

 

Let's take a short look at what everything does and what's new:

Lvl 01: Wild Magic Surge: Has increased chances of triggering the higher the spell. The wild Fireball is nerfed.

Lvl 01: Bend Luck: Similar to the Lucky feat, but it interacts with Wild Magic and, later on, with other people. It also causes your next spell to trigger Wild Magic Surge

Lvl 06: Bend Magic: Changes damage types for all spells you cast and increases your chances to surge.

Lvl 06: Chaotic Discharge: Sacrifice a Hit die to zap a creature and skip your next Wild Magic Surge roll. Also refreshes your Bend Luck and Bend Magic.

Lvl 14: Spread the Chaos: Make an enemy spell caster have a bad day. (Or not…?)

Lvl 18: Spell Bombardment: Untouched. It's good as it is.

 

 Big thanks to Arlathen, here on DnD Beyond, for the inspiration!


 

And this is the detailed list for everything. Enjoy:

 

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a 1d20. If you roll a number equal or lower than the spell level you just cast, roll on the Wild Magic Surge table to create a random magical effect.

Bend Luck, Bend Magic and Chaotic Discharge can alter the chances of this effect triggering.

Wild Magic Surge

d100

Effect

01-02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03-04

For the next minute, you can see any invisible creature if you have line of sight to it.

05-06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08

You gain resistance to the next magic damage you would receive for 1 turn. You then cast lesser Fireball centered on yourself. Damage = 1d6 x your class level (max 8).

09-10

You cast Magic Missile as a 5th-level spell.

11-12

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.

13-14

You cast Confusion centered on yourself.

15-16

For the next minute, you regain 5 hit points at the start of each of your turns.

17-18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19-20

You cast Grease centered on yourself.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24

Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.

25-26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29-30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31-32

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.

33-34

Maximize the damage of the next damaging spell you cast within the next minute.

35-36

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.

37-38

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.

39-40

You regain 2d10 hit points.

41-42

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.

43-44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45-46

You cast Levitate on yourself.

47-48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50

You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

53-54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56

Your hair falls out but grows back within 24 hours.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

59-60

You regain your lowest-level expended spell slot.

61-62

For the next minute, you must shout when you speak.

63-64

You cast Fog Cloud centered on yourself.

65-66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68

You are frightened by the nearest creature until the end of your next turn.

69-70

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.

71-72

You gain resistance to all damage for the next minute.

73-74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75-76

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.

77-78

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

79-80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81-82

You can take one additional action immediately.

83-84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85-86

You cast Mirror Image.

87-88

You cast Fly on a random creature within 60 feet of you.

89-90

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.

91-92

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

93-94

Your size increases by one size category for the next minute.

95-96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97-98

You are surrounded by faint, ethereal music for the next minute.

99-00

You regain all expended sorcery points.

Bend Luck

Starting at 1st level, you can manipulate the forces of chance and chaos. You may use your reaction to reroll a d20 that you used to determine a hit, a save or an ability check, before the effect is determined. You must keep the new roll. You may also reroll for an attack made against you. Once you do so, you must finish a long rest before you can use this feature again.

You must declare the use of this ability before the DM announces the success of the action you are trying to change. Give the DM a heads-up, if/when you are considering using it.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher, skipping the d20 roll completely. You then regain the use of this feature.

In addition, you may use this feature to reroll the d100 used for determining the Wild Magic Surge effect.

 At level 6, you can apply the effect of this feature to a friendly creature you can see, within 30 feet, as if it were you. YOU still have to to roll for the Wild Magic Surge and not them.

In addition, you may choose which of the the d100s you rolled for the Wild Magic Surge effect to keep.

 At level 14, you can apply the effect of this feature to ANY creature you can see, within 30 feet, as if it were you. YOU still have to to roll for the Wild Magic Surge and not them.

In addition, using this feature on rerolling the d100, for the Wild Magic Surge effect, doesn't consume it.

Bend Magic

Starting at 6th level, you have the ability to twist the magic you emit, by tapping into your chaotic nature. When casting a spell that has a damage type, you can roll a d8 to change its element, as shown in the table below. If you roll the same element as the original, you may choose an element yourself. All magic damage you deal, until a Wild Magic Surge is triggered, is of the chosen type.

d8 Damage Types 
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

 After using this feature to change the damage type of a spell, the chances for the next Wild Magic Surge to trigger are doubled (this spell included). The increased chances remain until you roll for a Wild Magic Surge effect.

Example: Wild Magic Surge will create an effect on a 18 or lower for a 9th level spell, on an 8 or lower for a 4th level spell and not at all for a cantrip.

This effect ends if a Wild Magic Surge effect is triggered or if you don't cast any spells for an hour. Spells reset their damage type and chances for Wild Magic Surge are normal.

Chaotic Discharge

Starting at 6th level, you may satiate the wild magic within you by letting it lose on a target. When a creature you can see comes withing 20 feet of you or starts its turn within this radius, you may use your reaction and spend one hit die to do a ranged spell attack. If it succeeds, the target receives 1d6 + your Constitution modifier as damage. The damage type is determined by your Bend Magic feature. If Bend Magic has no active effect, roll a d8 to determine the damage type.

d8 Damage Types 
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

 

Activating this feature counts as triggering the Wild Magic Surge effect. Surge chances are reset, you regain the use of Bend Luck and magic damage types return to normal. Skip the roll for Wild Magic Surge on your next spell.

You may also target an object for Chaotic Discharge, but requires an action to activate.

Not having enough Hit dice to spend to activate this feature will also damage you for the same amount. If the attack misses, you still roll for damage.

At higher levels, you may spend more Hit dice for increased damage:

Level Maximum Hit dice
01-08 1
09-11 2
12-14 3
15-17 4
18-20

5

Spread the Chaos

At 14th level, you can unleash your chaotic nature onto others. If you see a creature casting a spell, you may use your reaction and 2 sorcery points to have that creature roll a d6 to determine one of the following effects, before the spell is cast: 

d6

Effect

1

The spell fails and the caster receives 1d6 x Spell level as force damage and is knocked prone.

2

The caster cannot speak for a number of turns equal to your Charisma modifier. If the spell has a verbal component, it fails.

3

Choose a different random target for the spell. If the spell has an area of effect, move the center of the spell 20 feet in a random direction.

4

Change the damage type of the spell, as if you would use the Bend Magic feature. On an identical role, as the damage type, you may choose a new type. The effect lasts for a number of turns equal to your Charisma modifier.

5

After the spells is cast, the target rolls on the Wild Magic Surge table (it is considered the caster).

6

The spell is empowered. All dice used to determine damage or other effects cannot be lower than half their maximum value

 

If the spell is of level 7 or higher, the creature can make a charisma save to deny its effect. You may spend more sorcery points to increase the spell level requirement, for skipping the save, by 1 point per extra level.

At level 17, you may use your Bend Luck feature to influence the results on this table or the Wild Magic Surge table (for option 5).

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 any of the dice, throw another die of that type and add that roll to the damage. You can use the feature only once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
1/6/2021 11:46:04 AM
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4/29/2021 11:53:42 AM
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