Variant Wild Magic Sorcerer

by SpicyMelon

Search GM Binder Visit User Profile

Variant Wild Magic

This variation is created to fix some of the difficulties and features that rely heavily on the

DM. This variant is meant to be very similar to the already existing sorcerer origin with many of the same features that have alterations to make the archetype easier and more balanced.

Sorcerer Level Feature
1st Wild Magic Surge, Tides of Chaos
6th Bend Luck, Open Soul
14th Spontaneous Chaos
18th Channel of Magic

Wild Magic Surge

Starting when you choose this origin at 1st level, whenever you cast a sorcerer spell of 1st level or higher you must make a spellcasting ability check with DC equal to 8 plus the spells level.

On a failure, you must roll on the Wild Magic Surge table to create a magical effect. If the 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 gain advantage on one attack roll, ability check, or saving throw. You may do this after your initial roll but before you know the outcome. At the start of your next turn you must roll on the Wild Magic Surge table.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all spent uses upon completing a long rest.

Bend Luck

Starting at 6th level, 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. This dice increases to 1d6 at 10th level, 1d8 at 14th level and 2d4 at 18th level.

Opened Soul

Additionally at 6th level, your spirit is opened by the magic inside of you. Choose 1 of the following:


  • Volatile. Your wild magic surge feature also applies to when you cast a cantrip.
  • Peaceful. Your wild magic surge feature only happens when you cast a spell of 3rd level or higher.
  • Controlled. You add your proficiency to spellcasting check you make due to your Wild Magic Surge feature.
  • Enhanced. Spell cast due to rolling on the Wild Magic Surge table can be affect with 1 metamagic option.
  • Damaged. Whenever you fall unconscious roll on the wild magic surge table.
  • Grounded. When you roll on the Wild Magic Surge table you may roll twice and choose either result.

Spontaneous Chaos

At 14th level, on occasion you can harness some chaotic part of your wild magic surges. Whenever you roll on the Wild Magic Surge table and you get a prime number you also cast a 1st level chaos bolt as a free action at a chosen target in range. You do not expend a spell slot when you do this.

Channel of Magic

Beginning at 18th level, as a bonus action you may spend 1 sourcery point and roll on the Wild Magic Surge table. Additionally, you choose a second Open Soul option.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.