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Wild Magic (sorcerer subclass): Difference between revisions
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* [[File:Wild Magic Surge Icon.png|frameless|upright=0.1]] '''Wild Magic''': Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic#Wild Magic Surge Effects|magical effect]]. | * [[File:Wild Magic Surge Icon.png|frameless|upright=0.1]] '''Wild Magic''': Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic#Wild Magic Surge Effects|magical effect]]. | ||
* [[File:Tides Of Chaos Icon 64px.png|frameless|upright=0.1]] '''Tides of Chaos''': Activate to gain [[Advantage]] on your next [[Attack Rolls|Attack Roll]], [[Checks|Ability Check]], or [[Saving Throws|Saving Throw]]. Increased chance of '''Wild Magic''' surge afterwards. | * [[File:Tides Of Chaos Icon 64px.png|frameless|upright=0.1]] '''Tides of Chaos''': Activate to gain [[Advantage]] on your next [[Attack Rolls|Attack Roll]], [[Checks|Ability Check]], or [[Saving Throws|Saving Throw]]. Increased chance of '''Wild Magic''' surge afterwards. | ||
** | ** {{Recharge|Long Rest}} | ||
== Wild Magic Surge Effects == | == Wild Magic Surge Effects == | ||
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* [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]] | * [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]] | ||
* [[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]] | * [[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]] | ||
* Wild Magic: | * Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects). | ||
* Wild Magic: | * Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes {{DamageText|1d6|Fire}} damage per turn for 5 turns. | ||
** This is more potent than other sources of [[Conditions#Burning|Burning]], lasting longer and dealing 1d6 damage instead of 1d4. | |||
* Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores [[Sorcerer#Level 2|Sorcery Points]] equal to its [[Spells#Spell Slots|Spell Slot]] level. | |||
* Wild Magic: Water - Spawn a water puddle around caster. | * Wild Magic: Water - Spawn a water puddle around caster. |
Revision as of 07:08, 28 March 2023
Your powers come from ancient forces of chaos. They churn within you -- waiting to burst free at any time.Wild Magic is one of the Subclasses of Sorcerer. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain Advantage on rolls, in exchange for their magic becoming more erratic and surging more often.
Subclass Features
Level 1
- Wild Magic: Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a Spell of level 1 or higher, your magic might surge and trigger a random magical effect.
- Tides of Chaos: Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw. Increased chance of Wild Magic surge afterwards.
- Recharge: Long rest
Wild Magic Surge Effects
- File:Wild Magic Blur Icon.png Wild Magic: Blur
- File:Wild Magic Enchant Weapons Icon.png Wild Magic: Enchant Weapons
- File:Wild Magic Explosive Healing Icon.png Wild Magic: Explosive Healing
- File:Wild Magic Fog Icon.png Wild Magic: Fog
- File:Wild Magic Summon Mephit Icon.png Wild Magic: Summon Mephit
- File:Wild Magic Swap Icon.png Wild Magic: Swap
- File:Wild Magic Teleport Icon.png Wild Magic: Teleport
- Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
- Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes 1d6Fire damage per turn for 5 turns.
- This is more potent than other sources of Burning, lasting longer and dealing 1d6 damage instead of 1d4.
- Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
- Wild Magic: Water - Spawn a water puddle around caster.