Wild Magic
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, you can roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and 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, if you 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.
Wild Magic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table below. Upon reaching the indicated level, roll 2d10 to determine which two spells you gain from the listed spells. If the second dice comes up the same as the first, pick any spell of your choice from the list for the second spell. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
When you complete a long rest, if you have cast a spell that you know from this list, reroll that spell and replace it on a different result. If you roll another spell that you know from this list, you can pick which spell to keep. Additionally, you can re-select a single spell of your choice that you have not cast from your list after completing 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 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.
Twisted Magic
Starting at 6th level, you can cast any spell that you currently know from your Wild Magic Spells Table for a number of sorcery points equal to its spell level instead of using a spell slot. When you do so, reroll that spell. If you land on the same spell, you cause a Wild Magic Surge.
Spells cast in this manner cannot be cast at higher than 5th level.
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 the feature only once per turn.
Wild Magic Spells Table
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Armor of Agathys | Bless | Command | Create or Destroy Water | Goodberry | Entangle | Hellish Rebuke | Jim's Magic Missile | Speak with animals | Tasha's Hideous Laughter |
| 3 | Aid | Animal Messenger | Calm Emotions | Gentle Repose | Heat Metal | Healing Spirit | Gust of Wind | Mind Spike | Summon Beast | Spiritual Weapon |
| 5 | Call Lightning | Catnap | Create Food and Water | Galder's Tower | Life Transference | Mass Healing Word | Sending | Summon Fey | Tiny Servant | Wall of Sand |
| 7 | Arcane Eye | Black Tentacles | Elemental Bane | Faithful Hound | Otiluke's Resilient Sphere | Secret Chest | Shadow of Moil | Spirit Guardians | Summon Elemental | Summon Greater Demon |
| 9 | Antilife Shell | Circle of Power | Contagion | Destructive Wave | Holy Weapon | Maelstrom | Reincarnate | Summon Celestial | Wall of Force | Wrath of Nature |
Wild Magic Table
| d100 | Effect |
|---|---|
| 01–02 | "Roll on this table at the start of each of your turns for the next minute |
| 03–04 | "For the next minute |
| 05–06 | "A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you |
| 07–08 | You cast fireball as a 3rd-level spell centered on yourself. |
| 09–10 | You cast magic missile as a 5th-level spell |
| 11–12 | "Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd |
| 13–14 | You cast confusion centered on yourself. |
| 15–16 | "For the next minute |
| 17–18 | "You grow a long beard made of feathers that remains until you sneeze |
| 19–20 | You cast grease centered on yourself. |
| 20-21 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute |
| 23–24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
| 25–26 | "An eye appears on your forehead for 1 minute. During that time you have advantage on |
| Wisdom (Perception) checks that rely on sight." | |
| 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 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 31–32 | "You are transported to the Astral Plane until the end of your next turn after which time you return to the space |
| previously occupied or the nearest unoccupied space if that space is occupied." | |
| 33–34 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 35–36 | "Roll a d10. 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 | |
| 37–38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are |
| frightened of you. They vanish after 1 minute. | |
| 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 | "For the next minute |
| 45–46 | You cast levitate on yourself. |
| 47–48 | "A unicorn controlled by the DM appears in a space within 5 feet of you |
| 49–50 | "You can’t speak for the next minute. Whenever you try |
| d100 | Effect |
|---|---|
| 51–52 | "A spectral shield hovers near you for the next minute |
| 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 |
| 59–60 | You regain your lowest-level expended spell slot. |
| 61–62 | "For the next minute |
| 63–64 | You cast fog cloud centered on yourself. |
| 65–66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 67–68 | You are frightened by the nearest creature until the end of your next turn. |
| 69–70 | Each creature within 30 feet of you becomes invisible for the next minute. |
| The invisibility ends on a creature when it attacks or casts a spell. | |
| 71–72 | You gain resistance to all damage for the next minute. |
| 73–74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 75–76 | You glow with bright light in a 30-foot radius for the next minute. |
| Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | |
| 77–78 | "You cast polymorph on yourself. If you fail the saving throw |
| 79–80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 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 a random creature within 60 feet of you. |
| 89–90 | "You become invisible for the next minute. During that time |
| 91–92 | "If you die within the next minute |
| 93–94 | Your size increases by one size category for the next minute. |
| 95–96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 97–98 | "You are surrounded by faint |
| 99–00 | You regain all expended sorcery points. |