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 Origin Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | chaos bolt XGE |
| 3rd | nystul's magic aura |
| 5th | blink |
| 7th | confusion |
| 9th | telekinesis |
| 11th | scatter XGE |
The Wild Origin Spells are for use with u/SwordMeow's Tweaked Sorcerer, which is linked in the credit section. If you plan to play the PHB sorcerer, ignore the Wild Origin Spells.
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, 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.
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, roll on the Wild Magic Surge table (page 104 of the Player' s Handbook) 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
Starting at 18th level, when you cast a spell that deals damage, you can spend 2 sorcery points before rolling the damage of that spell to enhance the spell with chaotic energies. When you roll damage for this spell and roll the highest number possible on a die, roll it again and add that roll to the damage. This can occur multiple times if the highest number is rolled consecutively.
You can't make use of this feature if the damage of the
spell has been maximized, either by a Wild Magic Surge effect or by other means. In addition, enhancing the spell with these chaotic energies makes it too wild to be
affected by Metamagic.
Credits
- Created by u/Rain-Junkie. More of my work can be found here.
- Based heavily off the Wild Magic Sorcerer found in the Player's Handbook.
- u/SwordMeow for his Tweaked Sorcerer.
- Artwork was created by Aleksi Briclot. A link to the artwork used can be found here.
- Made using GMBinder.
- Special thank you to the Discord of Many Things for all their help!
This is part of the Buildbrew Up initiative, an attempt to prevent the constant flow of the same old homebrew by creating content that supports other homebrew content. Search "Buildbrew Up" on r/UnearthedArcana if you're interested, and feel free to join the movement.
