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# Sorcerous Origin: Wild Magic (revised) ## 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 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, you roll a d20. In rare circumstances, the DM may have you forgo the roll in favor of avoiding a surge or forcing one. If you roll a 1, roll on the Wild Magic Surge table (on the next page) to create a random magical effect. A Wild Magic Surge can happen once per turn. (note: Some surges require additional die rolls to determine the effect. In this case, the DM rolls that die in secret) 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, your Wild Magic Surge feature activates on any roll equal to or less than 10 + your charisma modifier (minimum of 0). You must finish a long rest before you can use this feature again. If you roll on the Wild Magic Surge table any time before you regain the use of this feature, then your Wild Magic Surge resets to activating on a 1 and you also 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. \columnbreak ### 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 Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature twice per turn. \pagebreak | 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. If you cannot cast 3rd level spells, you instead take 3d6 fire damage. Damage caused by this feature cannot reduce a creatures hit points below 1. | 9-10 |You cast magic missile as an Xth-level spell, 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 |Depending on your roll, you are temporarily transported until the start of your next turn. If you rolled 29, you are sent to hell and take 2d12 fire damage (total damage cannot exceed your hit point maximum). If you rolled a 30, you are sent to heaven and recover 2d12 hit points. | 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 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 |Your hair falls out but grows back within 24 hours. | 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).