Wild Magic PDF

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Wild Magic

Y
our innate magic comes from the wild forces of
chaos that underlie creation. You might have
endured exposure to some form of raw magic, 1d100
perhaps through a planar portal leading to
Limbo, the Elemental Planes, or the mysterious 1-30 No additional effects occur
Far Realm. Perhaps you were blessed by a 31-35 You regain all expended spell slots and
powerful fey creature or marked by a demon. Or sorcery points
your magic could be a fluke of your birth, with no apparent 36-40 You expend all of your remaining spell
cause or reason. However it came to be, this chaotic magic slots and sorcery points.
churns within you, waiting for any outlet. 41-50 You forget one spell of each level that
you know and learn a new spell to replace
Wild Magic Surge each one.
Starting when you choose this origin at 1st level, your 51-55 All creatures within the blast gain the
Magic Initiate: Sorcerer feat, determine
magical influence can unleash surges of untamed power. the spells randomly.
Several of your features call for a Surge Value, this
represents the extent to which your use of wild magic has 56-65 You gain 1d4 sorcerer levels for 5 minus
made the weave unstable. Your Surge Value starts at 0 and is that many days.
increased whenever you use certain other features. When you 66-75 Any creature with the spellcasting feature
finish a long rest it halves, or falls by 10, whichever is higher. that failed the saving throw must use its
When your features call for it, or when deemed appropriate reaction to cast a spellwith a casting time
by the DM, you must roll percentile dice. If you roll a number of one action or bonus-action.
equal to or less than your Surge Value a wild magic surge 76-85 All spells of 6th level or lower within the
occurs as the weave breaks under the strain of your blast are dispelled
influence. 86-95 The Symbol spell is cast at your feet that
When a surge occurs you and each creature in a 20-foot- is trigerred whenever any creature other
radius sphere centred on you must make a Charisma saving than you comes within 10 feet of it,
throw against your spell save DC. A target takes damage determine the effect randomly.
equal to your Surge Value on a failure, or half as much on a 96- You are transported to another time,
success. This damage cannot be reduced by any means. If 100 place, or possible world as determined by
you are reduced to 0 hit-points by this damage you are unable the DM
to contain the effects of the magic. Roll on the surge effect
table to determine any additional effects of the surge.

Tides of Chaos
Starting at first level the wild magic that surges through your
blood allows you to manipulate the forces of chance and
chaos to your advantage or your enemies' detriment.
You can gain advantage on an attack roll, ability check, or
saving throw, or use your reaction to grant advantage or
disadvantage on one such roll to another creature. You can
do this a number of times equal to your charisma modifier
(minimum 1). You regain all uses whenever you finish a long
rest.
When you manipulate the weave in this way you make it
less stable, each time you use use this feature increase your
Surge Value by your proficiency bonus and then roll for a
Wild Magic Surge.
Overchannel
At 6th level you gain improved mastery of your metamagic.
You many use two metamagic options, rather than one,
whenever you use metamagic. When you do you must pay the
cost for both metamagics plus an additional sorcery point.
Also increase your Surge Value by the number of sorcery
points spent.
In addition you gain a new metamagic option, choose
either explosive spell or controlled spell. These do not count
toward the number of metamagics that you know.
Controlled Spell
Before you roll the damage of a spell you may spend a
number of sorcery points equal to the spell's level (1 for a
cantrip) to maximise the damage of a number of dice equal to
the level of the spell, rather than roll them. Increase your
surge value by the amount of dice maximised.
Explosive Spell
Before you roll the damage of a spell you may spend a
number of sorcery points equal to the spell's level (1 for a
cantrip) to cause the dice to explode. If you roll the maximum
value on any of the dice you may reroll that die and add the
new value to the total damage. Increase your Surge Value by
1 for each die rolled in this way.

Controlled Chaos
At 14th level you have gained some control over your wild
magic surges. You gain resistance to the damage of your wild
magic surges and can choose to have them manifest as a 30-
foot cone or a sixty-foot line originating from your space,
rather than a sphere.

Fateweaver
By 18th level you have enough insight into the weave to know
how best to manipulate it to your ends. You can now use your
Tides of Chaos feature after you know if the attack roll, ability
check, or saving throw has succeeded or failed. Also, rather
than imposing advantage or disadvantage, you now change a
failure into a success or a success into a failure.

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