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Sorcerer: 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.

Source: Player's Handbook

Wild Magic Surge


Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after
you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge
table to create a random magical effect.

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.

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.

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.

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 turn.

Wild Magic Surge


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01- Roll on this table at the start of each of your turns for the next 51- A spectral shield hovers near you for the
02 minute, ignoring this result on subsequent rolls. 52 next minute, granting you a +2 bonus to AC
and immunity to Magic Missile
(http://dnd5e.wikidot.com/spell:magic-
missile).

03- For the next minute, you can see any invisible creature if you 53- You are immune to being intoxicated by
04 have line of sight to it. 54 alcohol for the next 5d6 days.

05- A modron chosen and controlled by the DM appears in an 55- Your hair falls out but grows back within 24
06 unoccupied space within 5 feet of you, then disappears I 56 hours.
minute later.

07- You cast Fireball (http://dnd5e.wikidot.com/spell:fireball) as a 57- For the next minute, any flammable object
08 3rd-level spell centered on yourself. 58 you touch that isn't being worn or carried by
another creature bursts into flame.

09- You cast Magic Missile 59- You regain your lowest-level expended spell
10 (http://dnd5e.wikidot.com/spell:magic-missile) as a 5th-level 60 slot.
spell.

11- Roll a d10. Your height changes by a number of inches equal 61- For the next minute, you must shout when
12 to the roll. If the roll is odd, you shrink. If the roll is even, you 62 you speak.
grow.

13- You cast Confusion 63- You cast Fog Cloud


14 (http://dnd5e.wikidot.com/spell:confusion) centered on 64 (http://dnd5e.wikidot.com/spell:fog-cloud)
yourself. centered on yourself.

15- For the next minute, you regain 5 hit points at the start of 65- Up to three creatures you choose within 30
16 each of your turns. 66 feet of you take 4d10 lightning damage.

17- You grow a long beard made of feathers that remains until 67- You are frightened by the nearest creature
18 you sneeze, at which point the feathers explode out from 68 until the end of your next turn.
your face.

19- You cast Grease (http://dnd5e.wikidot.com/spell:grease) 69- Each creature within 30 feet of you becomes
20 centered on yourself. 70 invisible for the next minute. The invisibility
ends on a creature when it attacks or casts a
spell.

21- Creatures have disadvantage on saving throws against the 71- You gain resistance to all damage for the
22 next spell you cast in the next minute that involves a saving 72 next minute.
throw.

23- Your skin turns a vibrant shade of blue. A Remove Curse 73- A random creature within 60 feet of you
24 (http://dnd5e.wikidot.com/spell:remove-curse) spell can end 74 becomes poisoned for 1d4 hours.
this effect.

25- An eye appears on your forehead for the next minute. During 75- You glow with bright light in a 30-foot radius
26 that time, you have advantage on Wisdom (Perception) 76 for the next minute. Any creature that ends
checks that rely on sight. its turn within 5 feet of you is blinded until the
end of its next turn.
27- For the next minute, all your spells with a casting time of 1 77- You cast Polymorph
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28 action have a casting time of 1 bonus action. 78 (http://dnd5e.wikidot.com/spell:polymorph)
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on yourself. If you fail the saving throw, you
turn into a sheep for the spell's duration.

29- You teleport up to 60 feet to an unoccupied space of your 79- Illusory butterflies and flower petals flutter in
30 choice that you can see. 80 the air within 10 feet of you for the next
minute.

31- You are transported to the Astral Plane until the end of your 81- You can take one additional action
32 next turn, after which time you return to the space you 82 immediately.
previously occupied or the nearest unoccupied space if that
space is occupied.

33- Maximize the damage of the next damaging spell you cast 83- Each creature within 30 feet of you takes
34 within the next minute. 84 1d10 necrotic damage. You regain hit points
equal to the sum of the necrotic damage
dealt.

35- Roll a d10. Your age changes by a number of years equal to 85- You cast Mirror Image
36 the roll. If the roll is odd, you get younger (minimum 1 year 86 (http://dnd5e.wikidot.com/spell:mirror-
old). If the roll is even, you get older. image).

37- 1d6 flumphs controlled by the DM appear in unoccupied 87- You cast Fly
38 spaces within 60 feet of you and are frightened of you. They 88 (http://dnd5e.wikidot.com/spell:fly) on a
vanish after 1 minute. random creature within 60 feet of you.

39- You regain 2d10 hit points. 89- You become invisible for the next minute.
40 90 During that time, other creatures can't hear
you. The invisibility ends if you attack or cast
a spell.

41- You turn into a potted plant until the start of your next turn. 91- If you die within the next minute, you
42 While a plant, you are incapacitated and have vulnerability to 92 immediately come back to life as if by the
all damage. If you drop to 0 hit points, your pot breaks, and Reincarnate
your form reverts. (http://dnd5e.wikidot.com/spell:reincarnate)
spell.

43- For the next minute, you can teleport up to 20 feet as a 93- Your size increases by one size category for
44 bonus action on each of your turns. 94 the next minute.

45- You cast Levitate (http://dnd5e.wikidot.com/spell:levitate) on 95- You and all creatures within 30 feet of you
46 yourself. 96 gain vulnerability to piercing damage for the
next minute.

47- A unicorn controlled by the DM appears in a space within 5 97- You are surrounded by faint, ethereal music
48 feet of you, then disappears 1 minute later. 98 for the next minute.

49- You can't speak for the next minute. Whenever you try, pink 99- You regain all expended sorcery points.
50 bubbles float out of your mouth. 00
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