* Activate to gain [[Advantage]] on your next [[Attack Rolls|Attack Roll]], [[Checks|Ability Check]], or [[Saving Throws|Saving Throw]]. Increased chance of '''Wild Magic''' surge afterwards.
* Activate to gain {{Advantage}} on your next {{Attack Roll}}, {{Icon|D20.png|25}} [[Ability Check]], or {{SavingThrow}}. Increased chance of '''Wild Magic''' surge afterwards.
** {{Recharge|Short Rest}} or [[Long Rest]]
** {{Recharge|Short Rest}} or [[Long Rest]]
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==== {{SAI|Bend Luck|w=40}} ====
==== {{SAI|Bend Luck|w=40}} ====
* Spend 2 Sorcery Points as a free action to give a target a 1d4 bonus or a 1d4 penalty to all [[Ability Check|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]].
* Spend 2 Sorcery Points as a free action to give a target a {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} bonus or a {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} penalty to all {{Icon|D20.png|25}} [[Ability Check|Ability Checks]] for two turns, or spend 2 Sorcery Points as a reaction to give a target a {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} bonus or a {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} penalty on a single {{Attack Roll}} or {{SavingThrow}}.
Your powers come from ancient forces of chaos. They churn within you -- waiting to burst free at any time.
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.
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.
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.
Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved.