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Wild Magic (sorcerer subclass): Difference between revisions
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Correct level for Controlled Chaos |
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* Wild Magic: Telekinesis - Able to lift and throw objects and creatures with your mind until the end of your turn. | * 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: Water - Spawn a water puddle around caster. | ||
* Wild Magic: Shield - increase your Armour Class by 5. You take no damage from Magic Missile. |
Revision as of 13:57, 17 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:
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.