Wild Magic Spells Tables.
Whenever you finish a long rest, you gain the ability to cast additional spells determined from the spell tables below.
Roll twice on the highest spell table for which you meet the required sorcerer level.
You learn one spell listed on each die's result.
Should you know both results, reroll.
At the end of each long rest, you lose the spells learned through this feature.
Finally, when you reach levels where you learn higher level sorcerer spells you add 2 lower level spells from the corresponding Wild Magic Spells tables.
(at 3rd level you pick 2 spells from the 1st level spells table, etc.)
Sorcerer Level 1
| d8 | 1st Level Spells |
|---|---|
| 1 | Absorb Elements, Protection From Evil & Good |
| 2 | Grease, Ice Knife |
| 3 | Detect Magic, Comprehend Languages |
| 4 | Command, Sleep |
| 5 | Chaos Bolt, Faerie Fire |
| 6 | Disguise Self, Color Spray |
| 7 | Cause Fear, False Life |
| 8 | Feather Fall, Longstrider |
Sorcerer Level 3
| d8 | 2nd Level Spells |
|---|---|
| 1 | Aid, Lesser Restoration |
| 2 | Flaming Sphere, Misty Step |
| 3 | Detect Thoughts, Locate Object |
| 4 | Hold Person, Tasha's Mind Whip |
| 5 | Darkness, Moonbeam |
| 6 | Blur, Phantasmal Force |
| 7 | Blindness/Deafness, Ray of Enfeeblement |
| 8 | Levitate, Spider Climb |
Sorcerer Level 5
| d8 | 3rd Level Spells |
|---|---|
| 1 | Dispel Magic, Glyph of Warding |
| 2 | Summon Shadowspawn, Thunder Step |
| 3 | Clairvoyance, Tongues |
| 4 | Catnap, Enemies Abound |
| 5 | Fireball, Sending |
| 6 | Fear, Phantom Steed |
| 7 | Animate Dead, Speak With Dead |
| 8 | Blink, Fly |
Sorcerer Level 7
| d8 | 4th Level Spells |
|---|---|
| 1 | Banishment, Private Sanctum |
| 2 | Conjure Minor Elementals, Dimension Door |
| 3 | Arcane Eye, Locate Creature |
| 4 | Charm Monster, Compulsion |
| 5 | Fire Shield, Resilient Sphere |
| 6 | Greater Invisibility, Phantasmal Killer |
| 7 | Blight, Shadow of Moil |
| 8 | Control Water, Stone Shape |
Sorcerer Level 9
| d8 | 5th Level Spells |
|---|---|
| 1 | Antilife Shell, Planar Binding |
| 2 | Conjure Elemental, Teleportation Circle |
| 3 | Legend Lore, Scrying |
| 4 | Hold Monster, Geas |
| 5 | Bigby's Hand, Maelstrom |
| 6 | Creation, Seeming |
| 7 | Contagion, Raise Dead |
| 8 | Animate Objects, Transmute Rock |
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, the DM can have you 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.
When you do so, roll on the Wild Magic Surge Table.
You can use this ability a number of times equal to your PB, & regain all uses after a long rest.
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 1 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
Beginning at 18th level, the harmful energy of your spells intensifies.
When you roll damage for a spell, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.