Wild Magic Origin

by Dael Kingsmill

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Wild Magic Origin

While other sorcerers inherit the ability to use magic, Wild Magic sorcerers are able to manipulate the fabric of magic itself.


Wild Magic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Wild Magic Spells

Sorcerer Level Spells
1st magnify gravity, shield
3rd hold person, vortex warp
5th counterspell, slow
7th banishment, dimension door
9th dominate person, modify memory

The Sight

Beginning when you choose your sorcerous origin at 1st level, you can innately read the magic of the weave around you. You can cast detect magic at will, without expending a spell slot.


Bend Reality

Starting at 6th level, you can manipulate the magical forces that underpin the world in an attempt to influence fate. When a creature you can see within 30 feet of you, including you, makes an ability check, attack roll, or saving throw, you can spend sorcery points to increase or decrease the result. For every sorcery point spent on the roll, increase or decrease the total result by 1.

You can do this a number of times equal to your Charisma modifier and regain all uses when you finish a long rest.


Break Magic

Also at 6th level, you risk losing control of your power. Every time you use your Bend Reality feature, roll percentile dice. If you roll a number equal to or lower than the total number of times you've used your Bend Reality feature, magic breaks. Very bad things happen if magic breaks.

The Bend Reality total resets to zero when you finish a long rest.



Weave Walker

At 14th level, you can access the hidden byways created by incidental magic. When a creature you can see within 120 feet of you casts a spell or is targeted by a spell, you can use your reaction to teleport to within 5 feet of that creature.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 3 sorcery points to use it again.


Controlled Chaos

Also at 14th level, you have the force of will necessary to try and mitigate your slips of control. When you cause magic to break, you can use your reaction to make a Charisma saving throw. The DC equals 10 + your current Bend Reality total. On a success, you salvage control and magic does not break.


Magic Mastery

When you reach 18th level, you've learned to exert nuanced control over the magic around you. You can cast dispel magic as a 3rd level spell without expending a spell slot. You can cast it at a higher level by spending 1 sorcery point for every level above 3rd.

Once you use this feature you cannot do so again until you finish a short or long rest.