Sorcerous Origins
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 features
| Sorcerer Level | Features |
|---|---|
| 3rd | Wild Magic Surge, Tides of Chaos |
| 6th | Bend Luck |
| 14th | Controlled Chaos |
| 18th | Spell Bombardment |
Wild Magic Surge
Starting when you choose this origin at 3rd 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. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. After you use this feature, your chance for the Wild Magic Surge increases to a roll of 1-5 on the d20. If you have to roll on the Wild Magic Surge table, in addition to the effect received you also regain the use of this feature. If that does not occur, you regain the use of this feature after you complete a long rest. When you regain the use of this feature your Wild Magic Surge chance returns to 1.
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.
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, if you do not like the result, you can roll a second time and then choose which result to apply.
![]()
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell you may reroll any results of 1 or 2 and use the second roll.
Wild Magic Surge
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 1 | Roll on this table at the start of each of your turns for the next 1d10 rounds. | 2 | For the next minute, you can see any invisible creature within 60ft and not in total cover. |
| 3 | A creature controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. Roll 1d10: 1-kobold, 2-orc, 3-ogre, 4-troll, 5-thri-kreen, 6-kenku, 7-yuan-ti malison, 8-tridrone, 9-lizardfolk, 10-hobgoblin. | 4 | 1d6+1 creatures controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. Roll 1d10: 1-flumphs, 2-carrion crawlers, 3-dust mephits, 4-, 5-constrictor snakes, 6-rats, 7-giant centipedes, 8-brown bears, 9-giant crabs, 10-wolves. They vanish after 1 minute. |
| 5 | You cast magic missile as a 3rd-level spell, and you must target all of the missiles at creatures within range, which can include yourself. | 6 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
| 7 | You cast confusion centered on yourself. | 8 | For the next 1d10 rounds, you regain 5 hit points at the start of each of your turns. |
| 9 | You regain 2d10 hit points. | 10 | You cast grease centered on yourself. |
| 11 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 12 | Your skin turns a vibrant shade of color. Roll 1d6: 1-blue, 2-red, 3-yellow, 4-orange, 5-green, 6-violet. A remove curse spell can end this effect. |
| 13 | One random item of yours disappears. | 14 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
| 15 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 16 | You teleport in a random direction (roll 1d8 with 1 being north and 2 north-east, 3 east, etc.) a distance of 1d10 x 10 feet appearing in the nearest unoccupied space. |
| 17 | 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. | 18 | 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, you get older. |
| 19 | Maximize the damage of the next damaging spell you cast within the next minute. | 20 | You cast fireball as a 3rd-level spell centered on yourself. |
| 21 | You grow a long beard made of feathers that remains until you sneeze in 1d10 minutes time, at which point the feathers explode out from your face. | 22 | 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. |
| 23 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 24 | You cast levitate on yourself |
| 25 | For the next minute you have advantage on all saving throws. | 26 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 27 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | 28 | You are immune to being intoxicated by alcohol for the next 1d20 days. |
| 29 | You are intoxicated for the next 1d20 hours. | 30 | Your hair falls out immediately but grows back over the next 1d10 days. |
| 31 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. | 32 | You regain your lowest-level expended spell slot. |
Wild Magic Surge
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 33 | For the next minute, you must shout when you speak. | 34 | For the next minute, you must whisper when you speak. |
| 35 | You cast fog cloud centered on yourself. | 36 | 1d4 creatures chosen at random within 30 feet of you take 3d10 lightning damage. |
| 37 | You are frightened by the nearest creature until the end of your next turn. | 38 | 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. |
| 39 | You gain resistance to all damage for the next minute. | 40 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 41 | 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. | 42 | The last item you mentioned appears in your hand. It will be a non-magical low value version. |
| 43 | You cast polymorph on yourself. If you fail the saving throw, you turn into the following creature for the spell’s duration. Roll 1d10: 1-sheep, 2-lion, 3-owl, 4-warg, 5-polar bear, 6-giant wasp, 7-crocodile, 8-owlbear, 9-manticore, 10-giant toad. | 44 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 45 | You can take one additional action immediately. | 46 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 47 | You cast mirror image. | 48 | You cast fly on a random creature within 60 feet of you. |
| 49 | You become invisible for the next minute. The invisibility ends if you attack or cast a spell. | 50 | If a creature within 100 feet dies within the next minute, they will come back to life as per the revivify spell. |
| 51 | The target of the spell you cast additionally suffers the effect of a suggestion spell where they are convinced they are a paladin named Bob on a holy quest for the duration of the spell. | 52 | Your size increases by one size category for the next minute as per the enlarge/reduce spell. |
| 53 | Your size decreases by one size category for the next minute as per the enlarge/reduce spell. | 54 | You are surrounded by faint, ethereal music for the next minute. |
| 55 | You are surrounded by loud heavy metal rock music for the next minute. | 56 | One random creature within 60 feet gains vulnerability to one kind of damage for the next minute. Roll 1d3: 1-piercing, 2-bludgeoning, 3-slashing. |
| 57 | You gain vulnerability to one kind of damage for the next minute. Roll 1d3: 1-piercing, 2-bludgeoning, 3-slashing. | 58 | You regain all expended sorcery points. |
| 59 | A letter addressed to you appears in your hands. | 60 | The season changes to a random season in a 50 foot radius around you for 10 minutes. |
| 61 | You gain the interest of a powerful entity. | 62 | Your hands are knives for 1 minute. |
| 63 | A random creature within 100 feet loses a random limb for 1d6 days. | 64 | You transform into a stone statue of yourself for 1 minute; you are petrified. |
| 65 | A portal to the feywild opens where you are for 1d10 hours. | 66 | You cast speak with plants on the target of your spell. |
Wild Magic Surge
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 67 | You switch consciousness with a random creature within 30 feet of you for 1 minute. | 68 | For the next minute, whenever you cast a spell that effects a single target you cast it on everyone in a 20ft radius. |
| 69 | For the next minute when you cast a spell on a target it instead affects another random target within 30 feet of the first target. | 70 | You summon fireworks which go off until your next turn! |
| 71 | You lose the ability to cast spells for 1d6 rounds. | 72 | You cast a random spell that you know, with a random target. |
| 73 | You gain the use of an unseen servant for 1 hour. | 74 | Every creature in a 30ft radius must succeed on a wisdom saving throw or become frightened of you for 1 minute. |
| 75 | You summon 1d20 frogs. | 76 | You become very tired; gain 1 level of exhaustion. |
| 77 | You cast zone of truth, centred on yourself. | 78 | You cast animate objects on the nearest objects around you up to the limit of the spell. |
| 79 | You cast gaseous form on yourself. | 80 | A random language that you know is replaced by a random exotic language that you don't know for 1d6 days. |
| 81 | Flowers sprout from all earth and soil in a 1d6 x 10 feet radius around you. | 82 | You create water as rain centred on you as per the Create or Destroy Water spell. |
| 83 | You are both immune to fire damage and also on fire for 1 minute. | 84 | The weather changes in a 100 feet radius around you with a storm starting with dark clouds and rain. It will naturally fade away over the course of the next 1d10 minutes. |
| 85 | You cast enlarge/reduce randomly on a random target within 100 feet. | 86 | Randomly determine one of your stats (use 1d6) and roll 1d10. Your stat changes by a number equal to the roll for 10 minutes. If the roll is odd, subtract the number. If the roll is even, add the number. |
| 87 | Lose 1d10 sorcery points. | 88 | Gain 1d10 sorcery points. |
| 89 | Creatures in a 30ft radius must succeed on a charisma check or be charmed by you for 1 minute. | 90 | You cast mass suggestion, with the suggestion being the last statement you made. |
| 91 | You cast reverse gravity, centred on yourself. | 92 | You gain the ability to walk on water for 1d10 hours as the spell water walk. |
| 93 | Food and water appears around you as per the spell create food and water. | 94 | 2d6 gold pieces tinkle to the ground around you. |
| 95 | You gain a +1d6 INT for the next 1d6 days, but lose 1d6 INT for the following 1d6 days. | 96 | Everyone in a 30 foot radius suffers the effect of the spell Bane for 1d10 rounds. |
| 97 | Everyone in a 30 foot radius suffers the effect the spell Bless for 1d10 rounds. | 98 | You gain blindsight with a radius of 60 feet for 1 minute. |
| 99 | All creatures within 50 feet are affected by the Faerie Fire spell. | 100 | All creatures in a 50 foot radius roll on the wild magic surge table. |