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Wild Magic


Hit Points

Hit Dice: d6 per Wild Magic level
Hit Points at first Level: See Sorcerer
Hit Points at Higher Levels: See Sorcerer

Proficiences

Armor: See Sorcerer
Weapons: See Sorcerer
Tools: See Sorcerer
Saving Throws: See Sorcerer
Skills: See Sorcerer

Subclass Options

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 d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.   If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. (Credit goes to jb01234 on GM binder for this extended Wild Magic Table)
d100 Effect d100 Effect
1 Roll on this table at the start of each of your turns for the next minute. 2 For the next minute, you can see any invisible creature within 60ft and not in total cover.
3 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 4 You cast fireball as a 3rd-level spell centered on yourself.
5 You cast magic missile as a 5th-level spell. 6 Roll a d10. Your height changes by a number of metres equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
7 You cast confusion centered on yourself. 8 For the next minute, you regain 5 hit points at the start of each of your turns.
9 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face 10 You cast grease centered on yourself.
11 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 12 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
13 Your skin turns a vibrant shade of colour. A remove curse spell of 5th level or higher can end this effect. 14 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
15 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 16 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
17 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. 18 Maximize the damage of the next damaging spell you cast within the next minute.
19 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. 20 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.
21 You regain 2d10 hit points. 22 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.
23 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 24 You cast levitate on yourself
25 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 26 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
27 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. 28 You are immune to being intoxicated by alcohol for the next 5d6 days.
29 You are intoxicated for the next 1d4 days. 30 Your hair falls out but grows back within 24 hours.
31 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. 32 You regain your lowest-level expended spell slot.
33 For the next minute, you must shout when you speak. 34 For the next minute, you must whisper when you speak.
35 You cast fog cloud centered on yourself. 36 Up to three creatures chosen at random within 30 feet of you take 4d10 lightning damage.
37 You are frightened by the nearest creature until the end of your next turn. 38 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.
39 You gain resistance to all damage for the next minute. 40 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
41 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. 42 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
43 You cast polymorph on yourself. If you fail the saving throw, you turn into a death slaad, and act accordingly for the spell’s duration. 44 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
45 You can take one additional action immediately. 46 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
47 You cast mirror image. 48 You cast fly on a random creature within 60 feet of you.
49 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. 50 If a creature dies within 120 feet the next minute, you may have them immediately come back to life as if by the reincarnate spell.
51 The target of the spell becomes convinced they are a paladin named Bob on a holy quest for the duration of the spell. 52 Your size increases by one size category for the next minute.
53 Your size decreases by one size category for the next minute. 54 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
55 You are surrounded by faint, ethereal music for the next minute. 56 You are surrounded by HARDCORE ROCK music for the next minute.
57 You are surrounded by loud but calm smooth jazz for the next minute. 58 You regain all expended sorcery points.
59 A letter addressed to you appears in your hands. 60 The season changes by one in a 50-ft radius around you.
61 You gain the interest of a powerful entity. 62 Your hands are knives for 1 minute.
63 Someone loses a limb. 64 You become a golem version of yourself. If remove curse isn't cast on you in 3d4 days, it's permanent.
65 A permanent portal to the feywild opens where you are. 66 You cast speak with plants on the target of your spell.
67 Your party (including you) all switch bodies for 1d4 minutes. 68 For the next minute, whenever you cast a spell that effects a single target you cast it on everyone in a 20ft radius.
69 Someone in a 20ft radius secretly becomes a vampire for 1d4 weeks. 70 You summon fireworks!
71 You summon Tingle, god of parties, or his equivalent in your game. 72 You cast a random spell that you know, with a random target.
73 For 1d4 days You love animals, then hate them for 1d4 days. 74 Every creature in a 30ft radius must succeed on a wisdom saving throw or become frightened of you for 1 minute.
75 You summon many frogs. 76 You become very tired.
77 You become magically aware of the location of a powerful magic item. 78 You cast animate objects on the objects around you.
79 You cast gaseous form centered on yourself. 80 You can only speak deep speech for 1d4 days.
81 Flowers sprout from all earth and soil in a 1d4 mile radius. 82 You summon 5 cubic metres of water in a point centred around you.
83 You are both immune to fire damage and also on fire for 1 minute. 84 A storm starts.
85 You cast enlarge/reduce randomly on a random target. 86 One of your stats becomes 1 for 1 minute.
87 One of your stats becomes 20 for 1 minute. 88 You cast zone of truth, centred on yourself.
89 Creatures in a 30ft radius must suceed on a charisma check or be charmed by you for 1d4 minutes. 90 You cast mass suggestion, with the suggestion being the last statement you made.
91 You cast reverse gravity, centred on yourself. 92 Your blood turns a little fiendish.
93 You summon a lot of donuts. 94 A large, strange egg appears on the ground in front of you.
95 You gain a +4 INT for the next 3 days, but lose -2 INT for the next 6 days. 96 Everyone in a 50ft radius' mildly annoying fears manifest for 1 minute.
97 You summon a banquet of food and everyone in a 100ft radius, centred on you, sits down to eat together until the food is gone, regardless of whether they were hostile. 98 You are polymorphed into a chimera for 8 hours.
99 Everyone in a 100ft radius rolls on the wild magic table. 100 You cast Mighty fortress, Druid Grove or Temple of the gods

Wild Spells

You learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.   Whenever finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells
1st Fog cloud, thunderwave
3rd Gust of wind, levitate
5th Lightning bolt, thunderstep
7th Storm sphere, watery sphere
9th Destructive wave, wrath of nature
 

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 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. You then regain the 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 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.  

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 number.  

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


Created by

Smiley7789.

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