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Wild Magic (sorcerer subclass)
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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: Short rest or Long Rest
Level 6
- Bend Luck: Spend 2 Sorcery Points as a free action to give a target a 1d4 bonus or a 1d4 penalty to all Ability Checks for two turns, or spend 2 Sorcery Points as a reaction to give a target a 1d4 bonus or a 1d4 penalty on a single Attack Roll or Saving Throw.
Level 11
- Controlled Chaos: When an enemy casts a spell, spend your reaction to cause a Wild Magic Surge near the enemy spellcaster. This Wild Magic Surge is more likely to be negative. Possible effects include:
- Action Surge on spellcaster
- Slow on spellcaster for 2 turns
- Spellcaster is burning for 1d6 fire damage per turn for 5 turns
- Spellcaster is encased in Otiluke's Resilient Sphere for 2 turns
- Spellcaster is polymorphed into a sheep for 2 turns
- Spellcaster and all nearby creatures are polymorphed into cats and dogs for 2 turns
- Fog Cloud centered on spellcaster
- Entangle centered on spellcaster
- Spike Growth centered on spellcaster
- Summon aggressive Mephit near spellcaster
- Summon aggressive Cambion near spellcaster
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: Cats and Dogs - Each creature within 9m is randomly transformed into either a cat or a dog.
- Wild Magic: Enlarge/Reduce - Each creature within 9m is randomly Enlarged or Reduced.
- Wild Magic: Entangle - Create a vine surface around yourself, slowing down creatures, possibly Entangling them.
- Wild Magic: Resilient Sphere - Enclosed in an arcane sphere. Affected entity can't be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere. Movement speed halved.
- Wild Magic: Slow - You are Slowed.
- 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: Telekinesis - Able to lift and throw objects and creatures with your mind until the end of your turn.
- Wild Magic: Water - Spawn a water puddle around caster.
- Wild Magic: Shield - increase your Armour Class by 5. You take no damage from Magic Missile.