Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, The Elemental Chaos, or the mysterious The Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
You also 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 roll 1d6 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.
In addition, your unfiltered access to magic allows you to more easily manipulate your spells. You gain three additional Metamagic options of your choice.
Wild Magic Spells
At 1st level you learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.Sorcerer Level | Spells |
---|---|
1st | chaos bolt |
3rd | enlarge/reduce |
5th | nondetection |
7th | confusion |
9th | wall of force |
11th | globe of invulnerability |
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d6 immediately after you cast a sorcerer spell of 1st level or higher. If the result is a 1-5, nothing happens. If the result is a 6, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.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. You have a number of uses of this ability equal to your 1 + your Charisma modifier (minimum of 2), and you regain all expended uses after you finish a long rest. In addition, you can force another creature of your choice to make a Charisma saving throw against your spell save DC. On a failed save, the target must roll on the Wild Magic Surge table. On a success, they are unaffected.Bend Luck
Starting at 6th level, you gain resistance to force damage.You also 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 roll 1d6 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.
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 and use either roll, or both rolls.Spell Bombardment
Beginning at 18th level you gain immunity to force damage and the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on one of the dice, you can choose to do maximum damage instead. You can also expend a hit dice for this effect but you suffer half the damage from using this feature in this way.In addition, your unfiltered access to magic allows you to more easily manipulate your spells. You gain three additional Metamagic options of your choice.
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