Wild Magic
Wild Magic wizards harness the uncontrolled and untamed power of chaos within their magic. These wizards wield potent magic that often risks causing chaotic side-effects to appear around themselves or their foes. Because of this wild magic, these mages are unpredictable agents in battle, and often catch their enemies (and sometimes themselves) off-guard with their powerful magic.
Wild Burst
When you adopt this tradition at 3rd level, you tap into a potent wellspring of magic to unleash bursts of wild, uncontrollable magic. As a bonus action, you can allow this magic to flow through your body for the next minute. While in this state, your spell attack bonus and spell save DC increase by 1, and immediately after you cast a spell of 1st level or higher, or a cantrip affected by your metamagic, roll 1d8.
If you roll a 2 or lower, you trigger a surge of wild magic. Roll 2d20s on the Wild Burst Table and add their results to create a random magical effect. If you don’t trigger a surge of wild magic, the number you need to roll to trigger a surge of wild magic increases by 2, and keeps increasing by 2 until you trigger a surge of wild magic. When you trigger a wild magic surge, the number needed to trigger it resets back to 2. Alternatively, you can choose to trigger a wild magic surge when you cast a spell of 1st level or higher, or a cantrip affected by your metamagic.
A wild magic surge can only 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. If a wild magic effect has a duration, you cannot be affected by multiple instances of that same effect.
This state ends early if you are incapacitated or unconscious, or if you use an action to close the flow of magic. You can enter this state a number of times equal to your Intelligence modifier, and you regain all expended uses when you complete a long rest. If you have no uses remaining, you can expend 2 mana points to enter this state again.
Link to Wild Burst Table here.
Tides of Chaos
Beginning at 3rd level, you can manipulate the forces of chance and chaos to your benefit. When you miss an attack, or fail a saving throw, you can choose to succeed instead. If you use this feature to succeed on a saving throw effect that would cause you to take half the damage on a success, you instead take no damage. After you use this feature, you immediately trigger a wild magic surge at the start of your next turn.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you complete a long rest. If you have no uses remaining, you can spend 3 mana points to use this feature again.
Splitting Surge
Starting at 6th level, you can use your bursts to cultivate more chaos into the world. While your Wild Burst feature is active, whenever you trigger a wild magic surge, before you roll the dice to determine the created wild surge effect, you can choose to produce two effects instead of one. Roll 2d20 but instead of adding the results together, you produce the effects rolled on each die. If you roll the same number on both d20s, you produce the effect rolled, and choose an additional effect from either the number one higher or one lower than the number rolled.
Countersurge
Starting at 10th level, you can send minor waves of wild magic at foes who try to use magic against you, causing their own spells to backfire on them. If a creature you can see within 120 feet casts a spell, as a reaction you can cause their spell to surge with wild magic. When you use your wild magic on a creature like this, after the spell is cast, roll 2d6 on the Countersurge table and add their results together to produce a random effect.
If a Countersurge 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. If a Countersurge effect has a duration, you cannot be affected by multiple instances of that same effect.
You can perform a Countersurge a number of times equal to your Intelligence modifier, and regain all expended uses when you complete a long rest. If you have no uses remaining, you can expend 5 mana points to use this feature again.
| 2d6 | Countersurge Effect |
|---|---|
| 2 | The target suffers the Reduce effect of the Enlarge/Reduce spell for the next minute. |
| 3 | The target creature gains the bleeding condition for the next minute. The level of the bleeding condition is equal to half your Intelligence modifier (rounded up). |
| 4 | The target creature magically swaps places with one other creature of your choice that you can see. |
| 5 | The target creature can only cast cantrips until the end of its next turn. |
| 6 | The target creature is forcefully moved 20 feet in a direction of your choice. |
| 7 | The target creature takes 3d10 force damage. |
| 8 | For the next minute, any healing the target creature receives instead deals necrotic damage to it. While this effect is active, any creature can target the target creature with healing magic, even if it is unwilling. |
| 9 | The target creature is temporarily banished, as per the Banishment spell, until the end of its next turn. |
| 10 | The target creature, and creatures of your choice within 20 feet of the target become blinded until the end of your next turn. |
| 11 | Roll 1d12. The target creature becomes vulnerable to the damage type below associated with the number rolled until the end of your next turn. 1 Bludgeoning, 2 Piercing, 3 Slashing, 4 Acid, 5 Cold, 6 Fire, 7 Lightning, 8 Necrotic, 9 Poison, 10 Psychic, 11 Radiant, 12 Thunder. |
| 12 | The target creature is unable to speak until the end of its next turn. It’s words becoming bubbles instead. |
Controlled Chaos
Beginning at 14th level, you gain a modicum of control over the surges of your wild magic. While your Wild Burst feature is active, your spell attack bonus and spell save DC increases by 2 instead of 1.
Additionally, whenever you roll on your Wild surge table or your Countersurge table, you can use your knowledge of Wild Magic to force the rolled result to be either one result higher or one result lower. Once you do this, you must complete a long rest before you can do so again. If you have no uses remaining, you can choose to gain 1 level of exhaustion to use this feature again.

Comments