Wild Magic
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.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Whenever you cast a spell of 1st level or higher, roll a d20. If the result is (1 +spell slot level) or lower, the spell goes wild, at which point you roll a d100 and the DM consults the wild magic table based on the result. 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.
When you expend a Magical surge to cast a spell, and add sorcery points to the resulting "spell level" it is increased by an additional 1, this cannot raise it above the maximum spell level result on the die. The "threshold" for wildmagic is then increased by 1.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this 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.
Ingrained magic
Also at 6th level, you know the chaos bolt spell, which doesn't count against the number of spells you can have for your sorcerer spells know. Whenever you cast chaos bolt with your controlled casting, it costs 1 less sorcery point to do so, however the spell goes wild on a 10 or lower.
Controlled Chaos
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.
Alternatively, whenever you would roll a dice for a magical surge, you may roll it twice and pick which of the two to use as the spell level, only consuming one use of magical surge. Doing so adds +5 to the "wild magic threshold" of the spell you cast
At 20th level, when you receive your awaken inheritance feature, this also allows you to cause the spell to be of 7th level or lower(your choice), and it automatically causes a wild magic surge.
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, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per Spell.

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