Variant Wild Magic - Sorcerer Origin v1

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Variant 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 Spells

1st-level Wild Magic feature


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.

Wild Spells
Sorcerer Level Spell
1st chaos bolt, colour spray
3rd alter self, misty step
5th blink, hypnotic pattern
7th confusion, polymorph
9th creation, telekinesis

Wild Magic Surge

1st-level Wild Magic feature


Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, you cause a Wild Magic surge; roll a d4 to determine how your spell adjusts reality by consulting the following table, and a d6 to determine which aspect of reality your surge adjusts, consulting the tables at the end of the subclass description.

d4 Reality Adjustment
1 Break
2 Create
3 Enhance
4 Modify

Tides of Chaos

1st-level Wild Magic feature


You can manipulate the forces of chance and chaos to gain a bonus to one attack roll, ability check, or saving throw. This bonus is equal to a d4. 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, you must 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

6th-level Wild Magic feature


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 a d4 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

14th-level Wild Magic feature


You gain a modicum of control over the surges of your wild magic. You can roll 2d6 when determining how your surge manifest and can choose either number.

Powers Untold

18th-level Wild Magic feature


Starting at 18th level, you can cast any spell of 7th-level or lower that appears on any classes spell list, expending a spell slot as normal. The spell counts as a sorcerer spell for you when you cast it this way, and you can't affect it with metamagic. You don't require material components for a spell you cast this way.

You have a single use of this feature, and regain your expended use of it when you finish a long rest.

Once you've cast a spell using this feature, you can't cast that spell again using this feature until a year has passed.


Credits


Wild Magic Surge Tables

Reality Adjustment: Break...
d6 Aspect Effect
1 Death If you die within the next minute, you immediately come back to life as if by the revivify spell.
2 Life Your current hit point total becomes equal to half your hit point maximum.
3 Magic You can't cast spells until the end of your next turn.
4 Space You can immediately teleport to an unnocupied space that you can see within 60 feet of you.
5 Time You re-roll your initative score. If you would get a lower initative score, you don’t take an additional turn this round.
6 Void For the next minute, you can see any invisible creature if you have line of sight to it.
Reality Adjustment: Create...
d6 Aspect Effect
1 Death You take necrotic damage equal a number of d6's equal to your proficiency bonus. This damage can't be reduced in any way.
2 Life An awakened shrub appears in an unoccupied space within 10 feet of you. The shrub is neither friendly nor hostile to you.
3 Magic You regain your lowest-level expended spell slot.
4 Space Creatures within 10 feet of you are pushed 10 feet directly away from you.
5 Time You can take an additional action immediately.
6 Void You lose sorcery points equal to half your proficiency bonus.

Reality Adjustment: Enhance...
d6 Aspect Effect
1 Death You gain a level of exhaustion which lasts for 1 minute.
2 Life You immedately restore 2d10 hit points.
3 Magic Maximize the damage of the next damaging spell you cast within the next minute.
4 Space Your size increases by one size category for the next minute.
5 Time For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
6 Void 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.
Reality Adjustment: Modify...
d6 Aspect Effect
1 Death Your skin appears sickly and pale until you finish a long rest.
2 Life You take necrotic damage equal to your sorcerer level, and then gain temporary hit points equal to twice the damage you took.
3 Magic The next metamagic effect you use within the next minute costs 1 less sorcery point.
4 Space Roll a d6. 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.
5 Time For the next minute, your speed is reduced by half.
6 Void Until you finish a long rest, you can't discern colour, only shades of gray.