Sorcerer: Difference between revisions

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== Wild Magic ==
== Wild Magic ==
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through the fey forest, the chaos, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through the fey forest, the chaos, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
<br><br>


'''Wild Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br>
==== Wild Spells ====
Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the bard, druid, and wizard spell list.
''1st Level Wild Magic Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Wild Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Wild Spells
|+ Wild Spells
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| 9th || Reincarnate, Sun Flower
| 9th || Reincarnate, Sun Flower
|}
|}
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'''Wild Magic Surge.''' Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. After you cast a spell with a level of 1st level or higher, you roll a d20. On a 1, you roll on the Wild Magic Surge Table. If you don’t activate the Surge, then the range of activation increases by 1 until you activate the Surge.
==== Wild Magic Surge ====
''1st Level Wild Magic Feature''<br>
Your spellcasting can unleash surges of untamed magic. After you cast a Spell of 1st Level or higher, you roll a d20. On a 1, you roll on the Wild Magic Surge Table, triggering the rolled effect. If you don’t activate the Surge, then the range of activation increases by 1 until you activate the Surge.
{| class="wikitable"
{| class="wikitable"
|+ Wild Magic Table
|+ Wild Magic Table
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! d100 !! Effect
! d100 !! Effect
|-
|-
| 1-2 || Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
| 1-2 || Roll 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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| 3-4 || For the next minute, you can see any invisible creature if you have line of sight to it.
| 3-4 || For the next minute, you can see any Invisible creature if you have line of sight to it.
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| 5-6 || A gibbering mouth chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
| 5-6 || A Gibbering Mouther controlled by the DM appears in an unoccupied space within 5ft of you, then disappears 1 minute later.
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| 7-8 || You cast Fireball as a 3rd-level spell centered on yourself.
| 7-8 || You cast the Fireball Spell centered on yourself.
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| 9-10 || You cast Magic Missile as a 5th-level spell.
| 9-10 || You cast the Magic Missile Spell at 5th Level.
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| 11-12 || Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
| 11-12 || Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
|-
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| 13-14 || You cast Confusion centered on yourself.
| 13-14 || You cast the Confusion Spell centered on yourself.
|-
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| 15-16 || For the next minute, you regain 5 hit points at the start of each of your turns.
| 15-16 || For the next minute, you regain 5 Hit Points at the start of each of your turns.
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| 17-18 || You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
| 17-18 || You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
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| 19-20 || You cast Grease centered on yourself.
| 19-20 || You cast Grease centered on yourself.
|-
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| 21-22 || Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
| 21-22 || Creatures have Disadvantage on Saving Throws against the next Spell you cast in the next minute that would force a Saving Throw.
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| 23-24 || Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
| 23-24 || Your skin turns a vibrant shade of blue. A Remove Curse Spell or similar Spells can end this effect.
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| 25-26 || An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight
| 25-26 || An eye appears on your forehead for the next minute. During that time, you have Advantage on Wisdom (Perception) Checks that rely on sight
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| 27-28 || For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
| 27-28 || For the next minute, all your Spells with a Casting Time of 1 Action have a Casting Time of 1 Bonus Action.
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| 29-30 || You teleport up to 60 feet to an unoccupied space of your choice that you can see.
| 29-30 || You teleport up to 60ft to an unoccupied space of your choice that you can see.
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| 31-32 || You are transported to the Citadel until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
| 31-32 || You are transported to the Citadel until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
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| 33-34 || Maximize the damage of the next damaging spell you cast within the next minute.
| 33-34 || The next Spell you cast within the next minute that deals Damage has that Damage maximized.
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| 35-36 || Roll 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.
| 35-36 || Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger. If the roll is even, you get older.
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| 37-38 || 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
| 37-38 || 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are Frightened of you. They vanish after 1 minute.
|-
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| 39-40 || You regain 2d10 hit points.
| 39-40 || You regain 2d10 Hit Points.
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| 41-42 || You 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.
| 41-42 || You turn into a potted plant until the start of your next turn. While you are a plant, you are Incapacitated and are Vulnerable to all Damage, except Psychic Damage which you are Immune to. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
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| 43-44 || For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
| 43-44 || For the next minute, you can teleport up to 20ft as a Bonus Action.
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| 45-46 || You cast Levitate on yourself.
| 45-46 || You cast Levitate on yourself.
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| 47-48 || A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
| 47-48 || A Unicorn controlled by the DM appears in a space within 5ft of you, then disappears 1 minute later.
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| 49-50 || You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
| 49-50 || You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
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| 51-52 || A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
| 51-52 || A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the Arcane Ammunition and Magic Missile Spells.
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| 53-54 || You are immune to being intoxicated by alcohol for the next 5d6 days.
| 53-54 || You are Immune to being intoxicated by alcohol for the next 5d6 days.
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| 55-56 || Your hair falls out but grows back within 24 hours.
| 55-56 || Your hair falls out but grows back within 24 hours.
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| 57-58 || For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
| 57-58 || For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
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| 59-60 || You regain your lowest-level expended spell slot.
| 59-60 || You regain your lowest Level expended Spell Slot.
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| 61-62 || For the next minute, you must shout when you speak.
| 61-62 || For the next minute, you shout when you speak.
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| 63-64 || You cast Fog Cloud centered on yourself.
| 63-64 || You cast Fog Cloud centered on yourself.
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| 65-66 || Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
| 65-66 || Up to three creatures you choose within 30ft of you take 4d10 Lightning Damage.
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| 67-68 || You are frightened by the nearest creature until the end of your next turn.
| 67-68 || You are Frightened of the nearest creature until the end of your next turn.
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| 69-70 || Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
| 69-70 || Each creature within 30ft of you becomes Invisible for the next minute. The Invisibility ends on a creature when it attacks or casts a Spell.
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| 71-72 || You gain resistance to all damage for the next minute.
| 71-72 || You gain Resistance to all Damage for the next minute.
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| 73-74 || A random creature within 60 feet of you becomes poisoned for 1d4 hours.
| 73-74 || A random creature within 60ft of you becomes Poisoned for 1d4 hours.
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| 75-76 || You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
| 75-76 || You glow with bright light in a 30ft Moving Emanation. Any creature that ends its turn within 5ft of you is Blinded until the end of its next turn.
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| 77-78 || You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
| 77-78 || You cast Polymorph on yourself. If you fail the Saving Throw, you turn into a Sheep.
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| 79-80 || Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
| 79-80 || Illusory butterflies and flower petals flutter in the air within 10ft of you for the next minute.
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| 81-82 || You can take one additional action immediately.
| 81-82 || You can take one additional Action immediately.
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| 83-84 || Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
| 83-84 || Each creature within 30ft of you takes 1d10 Necrotic Damage. You regain Hit Points equal to the total Necrotic Damage dealt.
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| 85-86 || You cast Mirror Image.
| 85-86 || You cast Mirror Image.
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| 87-88 || You cast Fly on a random creature within 60 feet of you.
| 87-88 || You cast Fly on a random creature within 60ft of you.
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| 89-90 || You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
| 89-90 || You become Invisible for the next minute. During that time, other creatures can’t hear you. The Invisibility ends if you Attack or cast a Spell.
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| 91-92 || If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
| 91-92 || If you die within the next minute, you immediately come back to life as if by the Reincarnate Spell.
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| 93-94 || Your size increases by one size category for the next minute.
| 93-94 || Your size increases by one Size category for the next minute.
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| 95-96 || You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
| 95-96 || You and all creatures within 30ft of you gain Vulnerability to Piercing Damage for the next minute.
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| 97-98 || You are surrounded by faint, ethereal music for the next minute.
| 97-98 || You are surrounded by faint, ethereal music for the next minute.
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| 99-100 || You regain all expended sorcery points.
| 99-100 || You regain all expended Sorcery Points.
|}
|}
<br><br>


'''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 long rest before you can use this feature again.
==== Tides of Chaos ====
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.
''1st Level Wild Magic Feature''<br>
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 Long Rest before you can use this feature again.<br>
After you cast a Sorcerer Spell of 1st Level or higher, the DM can have you roll on the Wild Magic Surge Table to regain the use of this feature immediately.
<br><br>


'''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 1 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.
==== Bend Luck ====
''6th Level Wild Magic Feature''<br>
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 1 Sorcery Point to roll 1d4 and either add or subtract the number rolled from the total (your choice).
<br><br>


'''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, or both numbers.
==== Controlled Chaos ====
''14th Level Wild Magic Feature''<br>
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, or both results number.
<br><br>


'''Exploding Spells.''' 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
==== Exploding Spells ====
''18th Level Wild Magic Feature''<br>
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.
<br><br><br>


== Characters ==
== Characters ==


[[Alduin]], the Gold Dragonwrought, Storming Soul Sorcerer
[[Alduin]], the Gold Dragonwrought, Storming Soul Sorcerer