User:Zhenra-Khal/Wild Magic Sorcerer, Zhen Variant (5e Sorcerous Origin)

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Author: Zhenra-Khal (talk)
Date Created: 7/28/2020
Status: In Progress
Editing: Clarity edits only please
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The downfall of the PHB Wild Magic sorcerer is, ironically, the unpredictability. The wild magic check shouldn't be left to the DM except in special cases; It should be triggered by predictable circumstances, even though the effect of the wild magic surge itself is random. And thus was my version of the Wild Magic sorcerer born - The chaos as to be predictable in some fashion, and there should be a trade-off for suffering the occasional wild magic surge.

I have created a set of wild surge tables, based on the spell's level.

Wild Spells[edit]

At 1st level, you may choose two spells from any class spell list; These need not be from the same list, but must be cantrips or 1st-level spells. You immediately learn these spells, and they are Sorcerer spells for you, but they do not count against your number of spells known; These are your Wild Spells, gained by virtue of your chaotic origin. Your wild magic is unstable; After you cast a Wild Spell of 1st level or higher, you must also roll on the Wild Magic Surge table of the appropriate spell level.

At 3rd level, 5th level, 7th level, and 9th level, you may learn two new Wild Spells; These spells must be of a level you can cast, as shown on the Sorcerer table. Whenever you gain new Wild Spells, you may choose one of the Wild Spells you know and replace it with another spell from any class list, which must be of a level you can cast.

Wild Magic Surge[edit]

Your magic is unstable, and while it is manageable most of the time, when you push its limits, it begins to destabilize. Immediately after you cast a spell using a Metamagic effect, you must make a Wild Surge check - Roll 1d20, against a DC of 2. If you fail, you experience a Wild Surge, a random magical effect - You roll on the Wild Magic Target table to determine the Target of the effect, and then on the Wild Magic Surge table appropriate to the spell level, to determine the Effect itself. Any effect that affects ability checks (Such as Guidance, Bardic Inspiration, or even your own Bend Luck ability) can also be applied to this Wild Surge check, to the Wild Target check, and to the Wild Effect check.

If you succeed, nothing happens - However, every time you succeed on the Wild Surge check, the DC of the next check you must make cumulatively increases by 2 (Thus if you succeed 5 times in a row, the DC of the 6th check would be 11). The DC resets to 2 when you experience a Wild Surge, or when you finish a long rest.

At any time, the Wild Magic Sorcerer can spend 1 Sorcery Point as an action to willingly trigger a Wild Surge.

Bend Luck[edit]

Starting at 1st level, you can manipulate the forces of probability to warp reality in your favor. You may choose to expend your reaction and 1 Sorcery point whenever you or a target you can see within 60ft makes an attack roll, saving throw, or ability check; You can do so before or after the creature rolls, but before any effects of the roll occur. When you activate this ability, you can choose to either add 1d4 to the roll, or subtract 1d4 from the roll.

Once you use this ability, you cannot use it again until you finish a long rest, or until after you experience a Wild Surge. Additionally, after you use this ability, every spell of 1st level or higher that you cast is unstable and triggers a Wild Surge check; This instability persists until you finish a short or long rest, or until you experience a Wild Surge.

Tides of Chaos[edit]

At 6th level, you've learned to force your magical instability on others. When a target you can see within 60ft of you casts a spell, you can use your reaction and spend 2 Sorcery Points to force them to make a Charisma saving throw. If they fail, immediately after their spell is resolved, you can roll on the Wild Magic Surge table, and force them to endure the resulting wild magic effect, as if it originated from them.

Once this ability ends, you cannot use it again until you finish a long rest, or until after you roll on the Wild Magic Surge table. Additionally, after you use this ability, every spell of 1st level or higher that you cast is unstable and triggers a Wild Surge check; This instability persists until you finish a short or long rest, or until you experience a Wild Surge.

Controlled Chaos[edit]

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, you can roll twice and use either number.

Master of Chaos[edit]

At 18th level, you can tap into the power of chaos to cheat the universe out of extra magical energy. Whenever you cast a spell using a Metamagic effect, you can surrender yourself to the chaos instead of spending sorcery points. When you do so, immediately after the spell is resolved, you experience one Wild Surge for every Sorcery Point that Metamagic option would've cost. Thus, you could apply Extend Spell and immediately experience one Wild Surge instead of spending 1 Sorcery Point - Or you could use Heighten Spell and immediately experience 3 consecutive Wild Surges instead of spending 3 Sorcery Points.

Once you use this ability, you cannot do so until you finish a short or long rest. When you use this ability, the spell doesn't trigger a Wild Surge check like normal. However, you cannot apply Controlled Chaos to the result of any Wild Surges triggered by Master of Chaos.

Wild Surge Tables[edit]

Table: Wild Surge Target

d20
Result
Surge
Target
1 Self
2 - 9 Up to Cha mod number of random targets of DM's choice within range
10-15 Random target of DM's choice within range
16-19 Target of your choice within range
20 Up to Cha mod number of targets of your choice

Table: Cantrip Wild Surge

d20
Result
Wild Magic Effect
1 The spell that triggered the surge destabilizes catastrophically into unstable force, causing 1d8 points Force damage to the caster, and causing another wild surge effect in addition - Roll again on this table, ignoring any results of 1, 2, 3 or 4.
2 The spell that triggered the surge destabilizes into nothing beyond unstable force, causing 1d6 points Force damage to the caster, but otherwise causes no additional wild magic effects.
3 The spell that triggered the surge fizzles without effect immediately after casting, causing a wild magic surge instead of the spell - Roll again on this table, ignoring any results of 1, 2, 3 or 4.
4 The spell that triggered the surge fizzles harmlessly without effect, causing no additional wild magic effects.
5 For the next hour, the target's skin turns a bright shade of a random color.
6 For the next hour, soft, ethereal music follows the target, changing in pitch and tune to reflect their current situation and actions.
7
8
9-13 The spell is cast as normal, causing no further wild magic effects.
14 The spell is cast as normal, but is either Empowered (If it deals damage or restores hit points),
15
16
17
18
19 Regain 1 Sorcery point.
20 Roll instead on the 1st-level Wild Surge table below.

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