Wild Magic Sorcerer: More Surges!

by GeekwGlasses

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Wild Magic Sorcerer: More Surges!

Preface

"Wild Magic" evokes imagery of straddling a dangerous line between power and control. It's not entirely random, unpredictable moments between normal magic usage; it should be a steady tension and choice of the magic-user to push the limits of their control for greater power.

This subclass uses the standard Sorcerer class as written in the Player's Handbook.

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.

Revised Wild Magic Surge

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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, or surge saving throw.

Your surge saving throw DC starts at 1 and can never go lower. It increases by the spell slot level of every spell you cast. If you upcast a spell, the higher spell slot you use is added to the surge DC.

i.e. If you cast a 1st level spell, your new surge DC is 2.

This homebrew uses the variant surge table at the bottom of this link.

  • If you fail your surge save when DC <= 5, roll on the "Nuisance" column.
  • If you fail your surge save when DC <= 10, roll on the "Moderate" column.
  • If you fail your surge save when DC > 10, roll on the "Extreme" column.

After you surge, you decrease your surge save DC by 5. You can only suffer the effects of a surge once per turn.

After a long rest, you reduce your surge DC by your proficiency bonus.

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.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one spell attack roll or impose disadvantage on one creature's saving throw against a spell you cast.

You have a number of uses of this feature equal to your proficiency bonus. You regain uses of this feature when you finish a long rest.

If this feature has been used and you surge, you then regain one use of this feature.

Controlled Bursts

Starting at 6th level, you've learned to fight back against the magic chaos churning within. Immediately after you cast a spell, you can choose to cause a wild magic surge in order to upcast your spell by 1 spell level without expending that higher spell slot. Resolve your surge after the spell is cast.

Roll your surge in the "Moderate" column, or higher if surge DC > 10.

You can use this feature a number of times equal to your proficiency bonus.

Familiar Struggle

At 9th level, when you fail a surge DC, you can spend sorcery points to add to your roll until you pass. From the surge column you would have rolled in, choose 1 effect to occur.

Alternatively, 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.

You can choose one of these effects to happen each time you surge, but not both.

Calling on Calamity

At 14th level, you can use Metamagic with Moderate or Nuisance-column wild magic surges, if applicable to the effect.

Equal and Opposite

Beginning at 18th level, the harmful energy of your spells intensifies. You can choose to roll max damage on one of your spells. You surge, roll in the extreme column. This feature refills on a long rest.

 

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