Wizard
Base Class: Wizard

By practicing in the way of pure chaotic damaging spells, you learn the true capabilities and power of your damaging spells.

Miscast

Beginning at 2nd level, if you cast a damaging spell roll a 1d20.


1/5: Miscast
6/20: You don't miscast


 

If you miscast roll a d100


 

100/50: Spell works as normal.
49/40: Spell does nothing (Keep spell slot, lose time took casting and material components used)
39/25: recklessly cast with disadvantage on the drawback 1d20 roll
24/15: Spell targets creature nearest to original target
14/5: Spell targets caster's nearest ally
4/2: spell targets caster
1: Spell targets caster, auto hits (Does not auto crit), Max damage, and caster loses all spell slots.


 

Reckless cast

Beginning at 2nd level, You may choose to ignore safety, and cast a damaging spell recklessly. Using this you gain advantage on spell attacks or grant disadvantage on an opponents saving throw against your spell. Additionally, if you roll a natural one on a spell damage dice you may reroll that damage dice. The draw back is that you must roll a 1d20. and all spell attacks made against you have advantage to hit.

1: The spell targets yourself instead (And you still have advantage on hitting yourself or disadvantage on saving against yourself).
2/3: The spell targets the nearest creature from you.
4/5: The spell targets the nearest creature from the enemy instead of the enemy.
6/20: Spell works as it should.

Powerful Spell

Starting at 6th level, Damaging spells can push past creatures who are able to be protected from your spells. All spells Cantrips to lv 2 ignore all immunities and resiticanses from and spells lv 3 to 5 can push past immunities making them as effective as a resistance.

Dangerous strokes of pure CHAOTIC ENERGY!!!

Beginning at 10th level, you can use an action and just use wild magic. Roll on the wild magic table and after you see the effect you can choose one creature/object within sight and allow them to be the target of the wild magic (EX: if you roll cast fireball on yourself, you can choose for the target to cast fireball on his/her/it self) but you may miscast this. Once you choose whether you or your creature should be the target of the wild magic, roll a 1d20

1/5: The creature takes is the target of the wild magic if you intended for you to be the target and vise versa.
6/20: Everything works as it should.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. This maximum damage also penetrants all resistances (not immunities).

The first time you do so, you suffer no ill effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. 

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