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Sorcerer

Wildmagic

Your source of magic is unstable and untameable. It comes from the forces of chaos that seek to meddle with the Weave itself. They can embrace the chaos or fight to manage it. Wild Magic Sorcerers bring an element of randomness to the lives of all.

1D100 Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04Roll 1D4 and the corresponding creature appears in an unoccupied space within 5 ft of you and is controlled by the DM, then disappears one minute later. 1- Modron Duodrone 2- Flumph 3- Modron Monodrone 4- Unicorn
05-06For the next minute, you regain 5 hit points at the start of each of your turns as long as you have at least one hit point.
07-08Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
09-10You are subjected to the following effect that lasts for one minute unless its description says otherwise. Roll 1D8 to determine the effect: 1- You are surrounded by faint ethereal music that can be heard by you and creatures within 5 ft of you. 2- Your size increases by one category. 3- You grow a long beard made of feathers that remain on you until you sneeze at which point the beard explodes and the feathers vanish. 4- You must shout in order to speak. 5- Illusory butterflies fly within 10 ft of you. 6- An eye appears on your forehead that gives you advantage on Perception checks. 7- Pink bubbles float from your mouth when you speak. 8- Your skin turns a vibrant shade of blue for 24 hours unless the spell Remove Curse is cast on you.
11-12You 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.
13-14When you roll damage for the next leveled spell you cast you deal the maximum amount of damage instead of rolling for damage.
15-16You gain Resistance to all damage for the next minute.
17-18You 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.
19-20For the next minute, you can teleport up to 20 ft to a location you can see as a bonus action on each of your turns.
21-22Each creature within 30 ft of you becomes Invisible for the next minute. The Invisibility ends on a creature when it attacks, casts a spell, or is dealt damage.
23-24A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and Immunity to the spell Magic Missile.
25-26You can take one additional action immediately.
27-28You can cast a random spell. If the spell normally requires concentration it does not and lasts for the full duration. Roll 1D10 to determine the spell: 1- Fireball on a random creature within 60 ft. 2- Confusion on a random creature within 60 ft. 3- Fog Cloud on a random creature within 60 ft. 4- Fly on a random creature within 60 ft. 5- Grease on yourself. 6- Levitate on yourself. 7- Magic Missile on yourself. 8- Mirror Image on yourself. 9- Polymorph on yourself, on a failed save you become a Goat. 10- See Invisibility on yourself.
29-30If you die within the next hour, you immediately come back to life as if by the Reincarnate spell.
31-32You are Frightened by the nearest creature until the end of your next turn.
33-34You teleport up to 600 ft to an unoccupied space of your choice that you can see.
35-36A random creature within 60 ft of you becomes Poisoned for 1D4 hours.
37-38You glow with Bright Light in a 30-foot radius and Dim Light for a further 30 ft for the next minute. Any creature that ends its turn within 5 ft of you is Blinded until the end of its next turn.
39-40Up to three creatures you choose within 30 ft of you take 4D10 Lightning damage.
41-42You and all creatures within 30 ft of you gain Vulnerability to Piercing damage for the next minute.
43-44For the next hour, you can see any Invisible creature or object if you have line of sight to it.
45-46You cast Magic Missile as a 5th-level spell.
47-48Roll 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.
49-50Roll 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.
51-52You are Immune to being intoxicated by alcohol for the next 5D6 days.
53-54You become Invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack, cast a spell or take damage.
55-56You summon a swarm of monsters in an unoccupied space within 5 ft, they are aggressive to you and all creatures until they die. Roll 1D6: 1- Bats 2- Insects 3- Poisonous Snakes 4- Quippers (Outside of water they flop around uselessly until they die one minute later) 5- Rats 6- Ravens
57-58The next spell you cast does not require or consume a material component within the next 24 hours.
59-60You use the effect of the spell Compelled Duel on any two random creatures within 60 ft of you.
61-62Roll 1D4. On a 1 or 3 your next D20 test is a natural one, on a 2 or 4 your next D20 test is a natural twenty.
63-64You use the effect of the spell Warding Bond on any two random creatures within 60 ft of you.
65-66For each creature within 30 ft of you roll 1D4. On a 1 or 3 the creature has the spell Enemies cast on them. On a 2 or 4 the creature has the spell Fast Friends cast on them.
67-68Roll 1D4 on a 1 or 3 you cast Slow on yourself, on a 2 or 4 you cast Haste instead.
69-70You cast Awaken on a random Beast or Plant within 300 ft. This spell consumes no material components and it acts in the following ways. Roll 1D6. 1- The creature is hostile to all. 2- The creature is benevolent to all. 3- The creature is an ally to you. 4- The creature is an enemy to you. 5- The creature is hostile to your allies. 6- The creature is benevolent to your allies.
71-72You cast Danse Macabre with a range of 300 ft. The Undead are hostile to all.
73-74You cast the spell Rary’s Telepathic Bond on eight random targets within 60 ft of each other.
75-76The ground within 60 ft of you becomes Difficult Terrain as the ground dips and rises for one minute.
77-78A grove of trees sprout and remain for 1 hour covering a 120 ft cube. The tightly packed trees give Three Quarters Cover to all creatures within the area.
79-80Roll 1D8, you Polymorph into the corresponding creature for 1 hour. 1- Brown Bear 2- Ankheg 3- Hellhound 4- Chull 5- Air Elemental 6- Cyclops 7- Giant Ape 8- Tyrannosaurus Rex
81-82For the next minute every leveled spell you cast becomes a Magic Missile of the same level.
83-84The next time you cast a leveled spell, you also cast a 3rd level Fireball on the same target.
85-86Roll 1D10, you become Immune to the correlating damage result for one minute. 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Necrotic 7- Poison 8- Psychic 9- Radiant 10- Thunder
87-88Roll 1D10, you become Resistant to the correlating damage result for one minute. 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Necrotic 7- Poison 8- Psychic 9- Radiant 10- Thunder
89-90Roll 1D10, you become Vulnerable to the correlating damage result for one minute. 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Necrotic 7- Poison 8- Psychic 9- Radiant 10- Thunder
91-92You regain 1D20 hit points or Sorcery Points, your choice.
93-94Healing energy bursts out, roll 1D6: 1- You regain 2D10 hit points. 2- One ally within 300 ft of you regains 2D10 hit points. 3- You regain your lowest level expended spell slot. 4- One creature of your choice within 300 ft regains their lowest level expended spell slot. 5- You regain all expended Sorcery Points. 6- All the effects of rows 17-20 on the Wild Magic Surge Table affect you simultaneously.
95-96Each creature within 30 ft of you takes 1D10 Necrotic damage. You regain hit points equal to the total amount of Necrotic damage dealt.
97-98For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
99-00For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

Subclass Features

Lv 3

Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you 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

You can manipulate the forces of chance and chaos to gain advantage on one D20 test. Once you do so, you must finish a long rest before you can use this feature again or cast a leveled Sorcerer spell.

If you regain use of this feature by casting a leveled Sorcerer spell you immediately roll on the Wild Magic Surge Table.

Lv 6

Bend Luck

You have the ability to twist fate using your wild magic. When another creature you can see makes a D20 test, you can use your reaction and one Sorcerer point to roll 1D4 and apply the result as a bonus or a penalty to the test.

Embrace Chaos

You can embrace the wild power that resides in you. When you see a creature within 30 ft of you make a D20 test you can use your reaction to roll 1D4 on a 1 or 3 the roll has disadvantage and on a 2 or 4 the roll has advantage.

Lv 14

Controlled Chaos

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.

Lv 18

Tamed Surge

Immediately after you cast a leveled Sorcerer spell you can create an effect of your choice from the Wild Magic Surge table instead of rolling for the effect. You can use any feature but the last four options on the table. You can use this feature once per long rest.

Wild Magic Surge Table