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### Sorcerous Origin: 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 Planes, or the mysterious 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. ##### Wild Magic Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Chaos Bolt* | | 3rd | *Arcanist's Magic Aura* | | 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. Immediately after you cast a spell of 1st level or higher, roll a d6. If the Result is 1-5, nothing happens. If the result is a 6, roll on the Wild Magic Surge Table. #### 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 rest. In addition, you can force another creature of your choice to make a Charisma saving throw. On a failed save, the target must roll on the wild magic table. On a success, they are unaffected. #### Bend Luck At 6th level, you gain resistance to force damage. 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 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. \columnbreak #### Spell Bombardment 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. #### Chaos Lance *4th Level Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (120-foot line) - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Sorcerer ___ A beam of shifting, chaotic energy shoots out from your hand in a line 5 feet wide and up to 120 feet long. Each target in the area must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful save. Choose one of the d8's; the number rolled on that die determines the spell's damage type, as shown below. ___
| d8 | Damage Type | |:---:|:---:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | d8 | Damage Type | |:---:|:---:| | 5 | Lightning | | 6 | Poison | | 7 | Psychic | | 8 | Thunder |
___ If you roll the same number on both d8s, another beam shoots out in a direction from where the last beam ended. Roll damage for the new beam, which could cause another beam to shoot again. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. You only need to roll the same number on two d8s for another beam to be created. ___
##### Alternative Wild Magic Surge Table When you choose this subclass you have a choice between using the Wild Magic Surge Table, or the Positive/Negative Surge Tables. (located after the wild magic surge table) ___ Once you've chosen which table set you're going to use, that's the only table set you can use for your Wild Magic Surges. (Unless your DM says otherwise) ___ When rolling on the Positive/Negative Surge Tables you roll on both the positive and negative surge tables.
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##### Wild Magic Surge table
| d100 | Effect | |:---:|:---:| | 1-2 |Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. | 3-4 |You regain all expended sorcery points. | 5-6 |You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. | 7-8 |You cast fireball as a 3rd-level spell centered on yourself. Damage caused by this feature cannot reduce a creature to 0 hit points. | 9-10 |You cast magic missile as an Xth-level spell targeting a creature of the DMs choice, where X equals your Charisma modifier (minimum of 1). | 11-12 |Your height changes by 1d6 inches. If the roll is odd, you shrink. If the roll is even, you grow. If this effect is already in place when you roll this, you return to your original height. A remove curse spell can end this effect. | 13-14 |You cast hypnotic pattern centered on yourself. | 15-16 |You cast spiritual weapon in the nearest unoccupied space, and it immediately attacks you if possible. The weapon moves on the shortest path toward you before each of your turns and attacks you if possible. It disappears if you fall unconscious. | 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. The grease puddle moves with you. | 21-22 |Creatures have disadvantage on saving throws against the next spell you cast before your next long rest that involves a saving throw. | 23-24 |Your eyes and hair turn a random color determined by a 1d6. 1- red, 2- orange, 3- yellow, 4- green, 5-blue, 6-purple. If this effect is already in place when you roll this, they return to your original color. A remove curse spell ends this effect. | 25-26 |You gain one of the following incorporeal traits based on your alignment until your next long rest. Good- a halo floats above your head. Neutral- a flower blooms on your head. Evil- you sprout large devil horns. | 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 |Up to 4 creatures you choose within 30 feet of you take 4d10 lighting damage. | 31-32 |You cast blink. | 33-34 |Maximize the damage of the next damaging spell you cast before you finish a long rest. | 35-36 |Roll a d6. 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. If this effect is already in place when you roll this, you return to your original age. A remove curse spell ends this effect. | 37-38 |You cast inflict wounds on the nearest creature within 30 feet of you at the end of your next turn. If there aren’t any creatures nearby, you cast it on yourself. | 39-40 |You cast cure wounds as a 1d4th level spell on yourself. | 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 |You cast thunder step as a 3rd level spell. | 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, rainbow colored 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 |You cast astral projection on only yourself. | 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 an expended spell slot of 5th level of lower (player choice). | 61-62 |For the next minute, your voice booms three times as loudly when you speak. | 63-64 |You cast fog cloud centered on yourself. The fog cloud moves with you. | 65-66 |You cast call lightning, but it lasts 3 rounds instead of the usual 10 minutes. | 67-68 |You are frightened by the nearest creature until the end of your next turn. | 69-70 |You and each creature within 30 feet of you becomes invisible for the next minute. | 71-72 |You gain resistance to all damage for the next minute. | 73-74 |A creature of your choice within 60 feet of you becomes poisoned. | 75-76 |You glow with golden bright light in a 30-foot radius for the next minute, and your hair becomes gold and stands straight up. Any creature that ends its turn within 5 feet of you is blinded by your radiant glory 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 until your next long rest. | 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 yourself and every creature in a 30 foot radius with a duration of 1 minute instead of the usual 10. | 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 with full hit points, rolling on this table when you do so (even if you already surged that turn). | 93-94 |You cast enlarge on yourself. | 95-96 |You and all creatures within 30 feet of you gain vulnerability to all damage for the next round. | 97-98 |You are surrounded by faint (but lively) music until your next long rest. | 99-100 |Choose any surge you want (besides this one).
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##### Positive Surge Table | d20 | Positive Effect | |:---:|:---| | 1 | No effect. | | 2 | The smell of your favorite food fills the air around you. | | 3 | Small plants grow to full bloom around your feet. | | 4 | Your clothes become cleaned, and faded dyes return to full brightness. | | 5 | Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to the spell’s level + your spellcasting ability modifier. | | 6 | You are innervated. Your movement speed increases by 15 feet until the end of your next turn. | | 7 | The energy of the spell flashes brightly. A creature of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn. | | 8 | The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage. | | 9 | With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 15 feet of you. | | 10 | Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 2d6 force damage. | | 11 | Enemy attacks are pushed away from you. The next attack against you before the start of your next turn has disadvantage. | | 12 | The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d12 lightning damage to the attacker. This damage increases by 1d12 for every level of the spell above 1st. | | 13 | If you cast a spell before the end of your next turn, roll on this table and gain a positive effect. | | 14 | You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy effect. | | 15 | The spell becomes amplified. If the spell deals damage, it deals an extra 1d10 damage to each target, increasing by an additional 1d10 for every level of the spell above 1st. | | 16 | If you take damage from a spell before the start of your next turn, you can roll 1d12 and reduce the damage by the number rolled. | | 17 | The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it. | | 18 | The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell. | | 19 | The spell is efficient, allowing you to siphon excess magical energy. You regain an expended spell slot of the level below the spell cast, of 5th level or lower. | | 20 | Roll twice on this table and gain both effects, rerolling 20s. | \columnbreak ##### Negative Surge Table | d20 | Negative Effect | |:---:|:---| | 1 | Roll twice on this table and suffer both effects, rerolling 1s. | | 2 | The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have Font of Magic, you can instead spend 4 sorcery points. | | 3 | The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell. | | 4 | The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on constitution saving throws you make to maintain it. | | 5 | If you take damage from a spell before the start of your next turn, you take an additional 1d12 damage. | | 6 | The spell bleeds away energy. If the spell deals damage, it deals 1d10 less damage to each target, decreasing by an additional 1d10 for every level of the spell above 1st. | | 7 | Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn. | | 8 | If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect. | | 9 | Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d12 lightning damage. This damage increases by 1d12 for every level of the spell above 1st. | | 10 | Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage. | | 11 | Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 2d6 force damage. | | 12 | Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 15 feet of you. | | 13 | The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead. | | 14 | A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn. | | 15 | You are enervated. Your movement speed decreases by 15 feet until the end of your next turn. | | 16 | Some of the spell’s energy backfires. You take force damage equal to the spell’s level + your spellcasting ability modifier. | | 17 | You suffer a faint, harmless ringing in your ears for the next minute. | | 18 | Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive magical healing. | | 19 | You immediately become thirsty and hungry. | | 20 | No effect. |