Sorcerous Origin: Wild Magic, Revisited

by rsquared

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Wild Magic, Revisited

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 intemperate magic churns within you, waiting for any outlet.

Origins of Wild Magic

Roll a d8 or select from the list, or design your own origin.

1. Plane-touched. You had an encounter with a mysterious archfey or other extraplanar being who granted you a measure of its capricious power.
2. Arcane experiment. You were subject to experimentation that intended to make you a vessel of power. It did not go quite right. Nor quite wrong.
3. Osmosis. You were born or spent time in a zone of wild magic, where arcane energies cause mutations in the creatures that live there.
4. Ritual. It's a tale as old as time - cultists try to summon a demonic entity by sacrificing an infant, heroes burst in at the last minute to stop them. The tales don't always say what happens to the child afterward.
5. Sealing. You were once a powerful mage, dragon, or other magical entity. Your essence, too powerful to destroy, was trapped in this mortal shell in order to contain it. But the seal may be weakening...
6. Force of Will. You didn't have any innate talent for magic, nor the skill to manipulate it. But you were stubborn. You drag the magic kicking and screaming into the world.
7. Came back wrong. A cleric was passing through your village when you were stillborn, and chose to channel the power of his god through you. You live, but your early experience beyond the grave has touched you.
8. Eighth Son of an Eighth Son. It's usually the seventh of seventh that creates sorcerers, but things got weird.







Wild Magic Revisited v1.4 by /u/RSquared

Art: fangogogo © Applibot Inc
Odds for Reckless Dweomer by Level: Statistics
Rsquared's Custom Wild Magic Table

Sorcerous Origin: Wild Magic

Reckless Dweomer

Starting at 1st level when you choose the Wild Magic origin, you can attempt to rip a spell directly from raw magical energy. When you do so, you use your action and choose one of the following options:

  1. Expend a spell slot and roll twice on the Reckless Dweomer table for its level or lower. Choose one of the rolls. You cast that spell as part of this action and invoke a wild surge (Players Handbook, p.103), but regain one sorcery point (up to your maximum).

  2. Expend a spell slot and select a spell from the Reckless Dweomer table for its level or lower. Make a Charisma saving throw with a DC equal to 13 + twice the level of the spell you chose. On a success, you cast the chosen spell as part of this action. On a failure, roll the die for the table of that level and cast that spell instead, invoking a wild surge.

  3. Roll on the cantrip table and cast that spell. If you roll a double-cast, roll again twice and cast each cantrip, but if you roll another 10 on either die you cast nothing, wasting your action.

If you cast a spell you rolled from a table, you can use any available movement before casting it, and choose target(s) for the spell when it is cast. You cast your Reckless Dweomer spells without material components. If the spell you cast isn’t a sorcerer spell, it is nonetheless a sorcerer spell for you when you cast it with this feature. You can apply metamagic to the spell as usual and it is cast at its lowest level.

Cantrips (d10)

1. acid splash 6. ray of frost
2. chill touch 7. sacred flame
3. eldritch blast 8. thorn whip
4. fire bolt 9. toll the dead
5. poison spray 10. double-cast

1st-Level Spells (d8)

1. burning hands 5. grease
2. chaos bolt 6. healing word
3. chromatic orb 7. ice knife
4. command 8. ray of sickness

2nd-Level Spells (d6)

1. acid arrow 4. blindness/deafness
2. Aganazzar's scorcher 5. mirror image
3. aid 6. snowball storm

3rd-Level Spells (d6)

1. erupting earth 4. mass healing word
2. fireball 5. thunder step
3. lightning bolt 6. tidal wave

4th-Level Spells (d4)

1. blight 3. ice storm
2. fire shield 4. vitriolic sphere

5th-Level Spells (d4)

1. cone of cold 3. mass cure wounds
2. destructive wave 4. negative energy flood

Spell Surge

Also at 1st level, your spellcasting can unleash surges of untamed magic. When you cast a sorcerer spell of 1st level or higher using the Cast a Spell action, roll a d20. If the result is less than or equal to the level of the spell, a wild surge occurs.

Twisted Fate

At 6th level, your magic can interfere with causality itself, causing a backlash. When a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to spend 1 sorcery point and apply a bonus or penalty of 1d4 to the roll (your choice). You can do so after the roll, but before any effects of the roll occur.

If that creature then makes an attack roll, ability check, or saving throw, it applies a bonus or penalty of 1d6 to that roll. If you applied a penalty, it gains a bonus, and vice versa. If you target the creature with a spell of first level or higher before this modifier is applied, the interaction of magic and fate causes a wild surge and the effect ends. The effect also ends when the affected creature completes a short or long rest.

Unleashed Arcana

At 14th level, you can channel stronger magic with ease, though your control remains tenuous.

When you roll on a Reckless Dweomer table of 1st level or higher, you can choose to roll on the table that is one level higher than the expended spell slot (up to fifth level).

Controlled Chaos

At 18th level, you have mastered manipulating and maintaining raw streams of magic.

When you cast a spell, you can choose whether or not a wild surge occurs, except on a spell cast using Reckless Dweomer. When you invoke a wild surge, roll the table twice and choose one of the results.