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Wild Soul

Wild Soul

Wild Soul.


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.


Level 1 Features:


Wild Magic Surge.


Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a number below equal to half your sorcerer level (rounding up), roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.


Uncontrolled Exertion.


Also starting at 1st level, you gain the ability to once per turn when you use your Metamagic feature forgo expending one of your sorcery points and instead roll on the Wild Magic Surge table.
Once you use this feature, you can't use it again until you finish a short or long rest. Starting at 5th level, you can use it twice before a rest and at 11th thrice.


Level 6 Feature:


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.


Level 14 Feature:


Price of Greed.


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.


Level 18 Feature:


Spell Bombardment.


Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, you can roll those dice again and add that roll to the damage. You can only do this once per turn.



Wild Magic Surge Effects.


D100Wild Magic Effect
1For 1 minute, you emanate Wild Magic aura around you in a 30-foot radius. All creatures casting spells of 1st level or higher while in the radius must roll a d20 for Wild Magic.
2You sneeze every time someone thinks about you within the next hour.
3All doors and windows in a 120 foot radius slam shut.
4For the next 24 hours, any non-magical mirror you look into shatters.
5The next person to physically touch you (or hit you with a weapon) will take 1d6 lightning damage.
6All fire sources within 60 feet of you flare up and deal 1d4 fire damage to all creatures within 5 feet of them.
7All creatures within 60 feet of you know your exact location for 1 minute.
8You get a random strong obsession, such as setting everything on fire, attacking people, collecting all the flowers, etc. The obsession disappears after 1 hour.
9You teleport to one of your relatives for 1d4 rounds.
10Your magical focus turns into a potato for 1d4 rounds. If you do not have a focus, you yourself turn into a potato.
11For an hour, you can read the minds of all creatures within a 30-foot radius, but at the same time, all creatures can read your own thoughts within the same radius.
12A locked cage made of random metal materializes around you. The cage has the size that is sufficient to fit you.
13Your skin becomes hard as stone. You gain resistance to all damage types for 1 minute. The effect ends if you move.
14You cast Polymorph on yourself. If you fail the saving throw, you are transformed into a sheep for the duration of the spell.
15You cast Hypnotic Pattern centered on yourself.
16You regain the spell slot you used to cast the spell that triggered the Wild Magic Surge.
17For the next minute, when making an attack, roll an additional d20. On a 1, a shield forms around the target, reflecting the attack back at you.
18Make an Intelligence saving throw DC 15. On a failed save, you unattune from all magic items you are attuned to.
19You can immediately take one additional action.
20You gain the ability to consume your own fingernails as if they were the fruit of a Goodberry spell.
21Your hair turns bone white.
22Over the next 2d6 days you grow mouths on palms of each hand. A Remove Curse spell can end this effect.
23For the next hour, you can comprehend all languages but can only speak Abyssal.
24You and all creatures within 30 Feet are affected by fleshrot as if by the Contagion spell.
25Worms erupt from your flesh and knit it together. Gain 2d10 health.
26You cast Eldritch Arms as a 1st level spell. You may increase its level and take 1d4 necrotic damage for each rank you increase it.
27For an hour, your skin grows dry and scaly. Your AC cannot be below 16 for this time.
28For the next minute, you may choose to cast spells with casting times of 1 action as if their casting time were 1 bonus action. If you do so, you bleed from nose and take 1d4 psychic damage.
29You no longer age, require food, drink, nor air. This effect lasts for 1 week.
30An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
31A frog appears in your mouth, it is confused and scared.
32You cast Haste on yourself.
33You start emanating loud polka music for the next 24 hours.
34Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
35Your eyes become slitted like those of a cat, until next dawn you gain darkvision out of 60 feet or you increase the range of your darkvision by 60 feet if you already had darkvision.
36For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
37For the next minute, you must shout when you speak.
38You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
39You cast Spider Climb on yourself.
40The nearest centipede, spider, scorpion or wasp becomes a giant version of itself.
41You 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.
42Gravity becomes strange and floaty around you. You cast Reverse Gravity centered on yourself. Creatures within the area of the spell are affected by the Feather Fall and Jump spells and their weight is halved.
43You cast Grease centered on yourself.
44You transform into an ooze version of yourself for 1d6 hours. You can move through a space as narrow as 1-inch wide and through other creature's spaces but you can't end your move there. You are an ooze instead of any other creature types. You can't be grappled. All items you were carrying meld into your form.
45You cast Disguise Self. You appear as a humanoid you have killed of the DMs choice, except with sunken eyes and pale skin. If you have never killed a humanoid, you instead appear as a platinum female dragonborn wearing a black dress.
46You cast Unseen Servant 1d10 times.
47Each creature within 30 feet of you becomes invisible for the next minute.
48You divine a glimpse of an ancient being from the darkness between the stars. Roll on a madness table of the DM's choice, you are afflicted by that madness until you finish a long rest.
49You glow with bright light in a 30-foot radius for the next minute. Any other creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
50You cast Mirror Image.
51For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
52Roll 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.
53The next time you hit a creature with an unarmed attack, it takes an additional 4d10 points of thunder damage, is pushed 20 feet away from you and is knocked prone.
54You are immune to being intoxicated by alcohol for the next 5d6 days.
55A tiny object chosen by the DM within 60 feet of you becomes animated and sentient. The DM rolls secretly for its alignment, if it is evil, it will do its best to hide that fact until a time comes when it can do great harm. It uses the statistics on the animate objects spell except it shares your Intelligence, Wisdom and Charisma scores.
56You can't take damage or die until the end of your next turn.
57Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
58You see and hear through the eyes of a creature you love or hate of the DM's choice until the start of your next turn. You are considered blinded and deafened to your own surroundings until then.
59A potion of healing or another potion of the DMs choice appears in the air in front of you, you can attempt to catch it by making a Dexterity Sleight of Hand check against a DC of 13, on a failure it falls to the ground and shatters.
60You regain all expended sorcery points.
61Three creatures you choose within 30 feet of you take 4d10 lightning damage.
62A copy of yourself appears in an unoccupied space next to you, as with the simulacrum spell. On its turns, the simulacrum mostly just wanders around, intently observing the world around it. It seems content. The simulacrum behaves like a caricature of yourself, but only speaks when spoken to, and never harms others, not even in self-defence.
63A copy of yourself appears in an unoccupied space next to you, as with the simulacrum spell. The simulacrum seems to be deeply offended by its existence. On its turns, the simulacrum uses its spells or abilities to deal as much damage as fast as possible to itself. The simulacrum is cordial to others but does not deign to talk to, or about, you.
64A random creature within 60 feet of you hates you with a burning passion and attributes all the problems in its life to you even when it would make no sense, if it was already hostile to you, it attacks you as often as possible. If you shake hands with the creature, the effect ends.
65For the next round, all creatures within 30 feet of you try to get as close to you as possible at all costs.
66Your size changes for the next minute as with the Enlarge/Reduce spell. Roll 1d6 to determine your size:
1: Tiny
2: Small
3: Medium
4: Large
5: Huge
6: Gargantuan.
Attacks you make with weapons that changed in size with you or unarmed strikes you make deal 1d4 more damage for every size category you grew or 1d4 less damage for every size category you shrunk.
67You become invisible for a minute. Every creature within a mile forgets who you are and everything they feel and know about you. If you touch a creature, they remember you, and this effect ends on them.
68MAX STRENGTH
69For the next week, every time you blink, your eye colour changes.
70You cast Levitate on yourself, you have no control over it.
71You fall unconscious until woken up or damaged.
72Everything tastes like Mayonnaise.
73Your emotions are exaggerated for 2d6 days.
74A hole appears in your currency pouch, and any creature within 5 feet of you hears the sound of thread tearing, followed by metal clanging on a hard surface. All currency within the pouch falls to the ground. For every minute you spend picking it up, you recover 10% of it.
75A random creature within 120 feet of you turns into a pigeon for 1 minute.
76A thin layer of frost covers your body. For the next hour you are immune to cold damage and vulnerable to fire damage. This ignores any existing resistances or immunities.
77For the next 7 days, any spells or abilities used for detecting creatures or good and evil will identify you as a Fiend.
78You cast Fireball as a 3rd-level spell centered on yourself.
79Choose one creature you can see. You instantaneously swap clothing and armour with that creature. If you or the creature were wearing cursed items, those items are un- affected.
80The next time you cast a spell, you cast it as if you were using all Metamagic options on it that can affect it. You don't spend sorcery points this way and you can't apply a Metamagic option twice to it.
81You are compelled to say something positive about your group of companions. Each of them, and yourself, are granted a d4 inspiration die. This die functions like Bardic Inspiration.
82You cast Time Stop.
83Your hair turns in to an afro. If anyone criticizes you for it, your hair goes back to normal and theirs turns in to an afro. This effect is passed on any time the current bearer is criticized, and lasts for 24 hours from the time it was triggered.
84You start shooting out maple syrup out of your hand until you cast a spell at the highest level you can.
85A pair of antlers sprout from your head. The process is so painful that it incapacitates you for one round. The antlers can painlessly be removed, with enough force.
86For the next 10 minutes every sentence you speak is in a different language, even if you don't know how to speak the language. Everything you say sounds normal to you.
87Any time you speak, or communicate in any other way, it has to be in rhyme, this effect ends after 1 hour.
88All allies within a 30-foot radius of you immediately have their most valuable possession light up as though the Light spell has been cast on it.
89Choose two allies you can see. Those two allies swap current hit points. If the hit points of one exceed the maximum of the other, the difference becomes temporary hit points that last until they take a long rest.
90For the next 12 hours you can read any script as though it was written in your native language. You can not speak or write any scripts that you otherwise would not be able to.
91You start corroding any metal items you touch for the next minute
92The air charges with magic. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
93You instantly cast Fire Shield on yourself and one hostile creature you can see. If there are no hostile creatures in the area, you may choose an ally.
94You become magnetic for the next week.
95A loud voice narrates your thoughts and actions for the next minute. It can be heard clearly from up to 100 feet away.
96No inside voice.
97A random object falls onto the head of a random creature within 30 feet of you, this can be yourself.
98You learn a random spell.
99You cause a raincloud to appear above your head, it will follow you for the next 24 hours.
100Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.




 

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