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Wild Magic (sorcerer subclass): Difference between revisions
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Banjoquincy (talk | contribs) Add Wild Magic: Cats and Dogs to Wild Magic Surge Effects. |
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* 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. | * 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. | ** This is more potent than other sources of [[Conditions#Burning|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: 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: 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. | ||
* [[Enlarge/Reduce]] | * [[Enlarge/Reduce]] |
Revision as of 20:16, 6 August 2023
Your powers come from ancient forces of chaos. They churn within you -- waiting to burst free at any time.
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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.
- Short rest or Long Rest Recharge:
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: 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.
- Enlarge/Reduce