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Wild Magic

Overview

These sorcerers' innate magic comes from the forces of chaos that underlie the order of creation. They might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps they were blessed by a fey being or marked by a demon. Or their magic could be a fluke of their birth, with no apparent cause. However it came to be, this magic churns within them, waiting for any outlet.   Faerûn has a long history of magical disasters and uncontrolled surges of power that alter creatures or the land itself. Whether caused by a Netherese wizard trying to become god of magic, deities being forced to walk the earth during the Time of Troubles, or the chaos of the Spellplague, the magical chaos unleashed by such events has created a legacy of wild magic sorcerers. This legacy often lies dormant for generations, then suddenly manifests under the right (or wrong) circumstances. These wild mages are more common recently in lands directly affected by the Spellplague, including Halruaa, Mulhorand, and pockets of Cormyr and the Sword Coast.  

Features

1st Level - Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Once per turn, you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher, unless a Wild Magic effect is already active. If you roll a 1, roll on the table below 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.  
d100Effect
1-2Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
3-4For the next minute, you can see any invisible creature if you have line of sight to it.
5-6A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
7-8You cast fireball as a 3rd-level spell centered on yourself.
9-10You cast magic missile as a 5th-level spell.
11-12Roll 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.
13-14You cast confusion centered on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20You cast grease centered on yourself.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You 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.
33-34Maximize the damage of the next damaging spell you cast within the next minute.
35-36Roll 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.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40You regain 2d10 hit points.
41-42You 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.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You cast levitate on yourself.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours.
57-58For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59-60You regain your lowest-level expended spell slot.
61-62For the next minute, you must shout when you speak.
63-64You cast fog cloud centered on yourself.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each 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.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You 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.
77-78You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86You cast mirror image.
87-88You cast fly on a random creature within 60 feet of you.
89-90You 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.
91-92If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain all expended sorcery points.
 

1st Level - Tides of Chaos

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, unless you happen to roll on the table above before that time.  

6th Level - Bend Luck

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 roll 1d4 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.  

14th Level - Controlled Chaos

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the table above, you can roll twice and use either number.  

18th Level - Spell Bombardment

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, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Sorcerer

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