Wild Magic Sorcerer

by AbstractCloud

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Sorcerers

Sorcerers are those spellcasters that are given magic at birth, randomly, by a God or Goddess simply because they desired to. Sorcerers are wellsprings of magical power and energy that often is barely able to be controlled and can manifest in extremely dangerous ways while the young Sorcerer first learns of their powers.

Across Verity, Sorcerers are objects of fear and distrust. Because of their instability and lack of control of their magic, especially in the case of Wild Magic Sorcerers, they have earned a reputation as ticking bombs that are one lapse in control away from destroying a village by accident or killing their friends with a poorly controlled fireball. They struggle as a result of this, facing scorn and often being disallowed from entering towns simply to keep the populace safe.

Below is the Verity replacement for the Wild Magic Sorcerer, invoking the danger of Sorcerers in the setting and providing a new option for Sorcerer Player Characters.

Wild Magic

Your magic is a roiling force within you, pushing against your attempts to control it with passion bordering on a sentient being rather than simple magic. You could have been born under a new or blood moon, absorbing all the energy that comes with such omens. You could have been exposed to raw magic at a young age. Or it could all be a quirk of your birth, with no apparent cause or ancestral lines to trace the source to. Regardless of the cause, your magic is raw, wild, and only barely held to your will.

Uncontrolled Magics

Starting when you choose this origin at 1st level, your spellcasting is more volatile and destructive than other wielders of arcane magic. Whenever you cast a sorcerer spell of 1st level or higher, the damage dice explode. This means whenever you roll the maximum number on a damage die you may roll that die again and add the new result to the total damage. This can repeat as many times as you roll the maximum number on the die. You suffer 1 point of damage per level of the spell used for each time the dice explode as the magic strains against your control.

Starting at 6th level, you may choose to gain 1 point of Chaos per level of the spell instead of taking any damage from this feature. This must be declared after all damage dice have been rolled.

Wild Magic Surge

Starting at 1st level, your magic is wild and resists your attempts to control it. Whenever you cast a sorcerer spell of 1st level or higher, you must roll on the Magic Surge table to create a random magical effect.

Controlling the Tides

Starting at 6th level, you have learned the ability to manipulate the tides of magic that flow through the world, allowing you to manipulate the fates of those around you to a small degree. Whenever you or another creature you can see within 60 feet makes an Attack roll, Saving Throw, or Ability Check you may choose to grant that roll either Advantage or Disadvantage.

You may use this feature a number of times equal to your Charisma modifier (Minimum of 1) and you regain any expended uses of this feature when you finish a Long Rest.

Chaos Rising

When you reach 6th level, your power has grown and the magic within you is becoming harder to control. Whenever you use your Controlling the Tides class feature, mark 1 point of 'Chaos' on your character sheet and then roll on the Wild Magic Surge table. If you roll a number lower than your points of Chaos either on this roll or a roll caused by your Wild Magic Surge class feature, the magic within you is Unleashed.

When your magic is Unleashed, roll a number of d10s equal to your sorcerer level. You take that much damage as your magic finally escapes your control in a cataclysmic explosion. In addition, every creature within 60 feet of you must make a Constitution saving throw against your spell save DC. On a success, they take half damage from the magical explosion. The damage from this feature is reduced by 1d10 for every 10 feet away from you the target is. For example, if a target is 20 feet away from you then you would roll 2d10 less damage against that target.

Magical Suppression

Starting at 14th level, you have learned how to better suppress and control your magic when given time and energy to focus on doing so. Whenever you complete a Long rest you may remove half of the points of Chaos that you possess.

Surge Mastery

Beginning at 18th level, you no longer take damage from any effects that result from a roll on the Wild Magic Surge table or from the explosion caused by Chaos Rising. The spell still deals damage as normal to all other creatures that would be normally affected.

DM Customization

In addition to the regular effects of the Sorcerer's magic being Unleashed, the DM may want to create other effects. Perhaps the sorcerer is flung backwards or forwards in time and a small sub-adventure occurs where they have to find their way back. Maybe the sorcerer gets a great cosmic insight from the gods, or draws the ire of some powerful entity that wants to harness the Sorcerer's magic for itself.

The possibilities are endless, and DM's are encouraged to think about what this says about magic in their game.

Chaos Points

Chaos points should be tracked as a tally somewhere on the Sorcerers character sheet that is hidden to everyone but the Sorcerers player. This is to encourage a sense of building dread as the Sorcerer gets closer and closer to detonation but no one knows the specifics. Chaos points are not removed when resting until 14th level with the Magical Suppression feature.

Magic Surge

1d100 Result
01-02 Immediately gain 3 points of Chaos
03-04 For the next minute, you can see any invisible creature if you have line of sight of it.
05-06 You cast the shortened version of the plant growth spell centered on yourself.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You suffer two levels of exhaustion.
11-12 Your size decreases by one size category for the next minute.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You cast comprehend language on yourself.
19-20 You case grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast that involves a saving throw in the next minute
23-24 Roll a d6. Your skin changes to a vibrant unnatural color, using your roll in order of ROYGBV (red, orange, yellow, green, blue, violet). A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 You smell strongly of skunk for the next hour.
29-30 You cast sleep centered on yourself.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you 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 Your speed is halved for the next minute.
37-38 You grow a useless appendage (wing, arm, ear, tail, etc), that hangs limp from your body. A remove curse spell can end this effect.
39-40 You take 2d10 hit points of radiant damage.
41-42 You are stunned until the end of your next turn.
43-44 You gain a flight speed equal to your walking speed for the next minute.
45-46 You cast daylight on yourself.
47-48 You cast zone of truth centered on yourself.
1d100 Result
49-50 You are silenced and can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 You cast remove curse on yourself.
53-54 You are immune to being intoxicated by alcohol until the night of the next full moon.
55-56 You grow an 8 inch long beard. If you already have a beard, it grows another 8 inches.
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 your lowest level expended spell slot.
61-62 For the next minute, anytime you speak your voice booms and echoes as if you were shouting.
63-64 You cast fog cloud centered on yourself.
65-66 Your legs weaken and you fall prone. You cannot stand under your own power for 1 minute
67-68 You are poisoned for 1 minute.
69-70 Each creature within 30 feet of you heals 4d8 hit points.
71-72 You gain resistance to all damage for the next minute.
73-74 You cast thunderwave as a 1st level spell.
75-76 You are deafened for the next minute.
75-78 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 for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d12 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast ice storm as a 4th-level spell centered on yourself.
87-88 You are blinded for the next minute.
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.
91-82 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
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 a faint, ethereal music for the next minute.
99-00 Regain all expended sorcery points and lose half of your total Chaos
 

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