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dnd: Wild Magic Sorcerer Revised

Arcane Overcharge

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.

Also at 1st level, you can manipulate your Wild Magic Surges, at a price.

Whenever you have to roll on the Wild Magic Surge table, you can choose the result of the surge. When you do this, you become Overcharged.

While Overcharged, all spells you cast are considered one spell slot higher, but still expend their original spell slot.

So a Magic Missile cast at 1st level consumes a 1st level slot, but is considered a 2nd level spell, and a Magic Missile cast at 5th level consumes a 5th level slot, but is considered a 6th level spell. If a 9th level spell (not spell slot) is cast in this way, you can also cast a free 1st level spell to accompany it. While Overcharged, you must succeed a Charisma saving throw against your spell DC in order to manipulate Wild Magic Surges.

Overcharged spells cannot be affected by metamagic.

If you are Overcharged at the end of your turn, you trigger an Overcharged Magic Surge (Overcharged Magic Surges cannot be manipulated)

Overcharge lasts for 1 minute, but ends early if you are knocked unconscious, or if your turn ends and you haven’t cast a Sorcerer spell.

If you take damage while Overcharged, you must succeed a Constitution saving throw against your spell DC, or discharge.

When you discharge, you set off a blast of magic energy that deals damage to all creatures within 30 feet (Damage= Sorcerer level x the number of rounds you have been Overcharged.)

Roll a d8 to determine the type of damage.

  1. Fire
  2. Cold
  3. Lightning
  4. Acid
  5. Necrotic
  6. Radiant
  7. Thunder
  8. Force

If you are knocked unconscious while Overcharged, you become Unstable.

While Unstable, you trigger an Unstable Magic Surge at the end of your turn until you are stabilized or killed (Unstable Magic Surges cannot be manipulated).

After Unstable ends, you gain a level of Exhaustion.

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.

Unstable Aura

At 6th level, you are constantly surrounded by an aura of pure magical energy. Whenever a creature enters or moves within your aura, you can use your reaction to cast a spell. If you are Overcharged, the radius of your aura is doubled, and a Wild Magic Surge is triggered whenever a creature willingly leaves the radius. The aura starts at 5ft at 6th level, increases to 10ft at 14th level, and to 15ft at 18th level.

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. You can use this feature on an Overcharged Magic Surge once per short or long rest, and you cannot use this feature on Unstable Magic Surges.

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. If you are Overcharged, you can also re-roll any ones when you roll damage for a Sorcerer spell. You can use this feature only once per turn.

New Metamagic Options

Overcharged Spell

When you cast a Sorcerer spell, you can expend a number of Sorcery points equal to half of the spell slot level (rounded up) to overcharge the spell. An overcharged spell is considered one spell slot higher, but still expends the original spell slot. So Magic Missile cast at 1st level consumes a 1st level slot, but is considered a 2nd level spell, and Magic Missile cast at 5th level consumes a 5th level slot, but is considered a 6th level spell. If a 9th level spell (not spell slot) is cast in this way, you can also cast a free 1st level spell to accompany it.

Wild Spell

When you cast a Sorcerer spell, you can expend a number of Sorcery points equal to half the spell level (rounded up). When you do so, you can cast the spell without expending a spell slot, but you trigger a Wild Magic Surge (Surges caused in this way cannot be manipulated by the Arcane Overcharge feature).

Wild Magic Surges (1d100)

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(Surges caused by this cannot be manipulated)
3-4 For the next minute, you can detect any invisible creature if you have line of sight of it.
5-6 You cast Heat Metal on all of your metal equipment.
7-8 You cast Fireball as a 3rd level spell centered on yourself.
9-10 You cast Magic Missile as a 5th level spell.
11-12 Roll a d10Your height changes by a number of inches equal to the rollIf the roll is odd, you shrinkIf the roll is even, you grow.
13-14 You cast Confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 The next spell you cast backfires, dealing 2d6 psychic damage.
19-20 You cast Grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your body becomes completely covered in hair for the next 1d10 hoursYou have disadvantage on ranged attack rolls, and Wisdom (Perception) checks that rely on sight.
25-26 An eye appears on your forehead for the next 1d10 hoursDuring that time, you have advantage on ranged attack rolls, and Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane 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.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10Your age changes by a number of years equal to the rollIf the roll is odd, you get younger (minimum 1 year old)If the roll is even, you get older.
37-38 You cast Blink on the nearest creature.
39-40 You regain 2d10 hit points.
41-42 You summon a Spectator that fights for you for one minuteIf it is slain in battle, it is summoned in the service of the creature that killed it.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast Levitate on yourself.
47-48 Your ears become grotesquely oversized for the next 1d10 hours, you have disadvantage on Charisma (Intimidation) checks, but advantage on Wisdom (Perception) checks that rely on hearing.
49-50 All humanoids in the nearest Brothel are teleported to the nearest Abbey.
51-52 A spectral Shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
55-56 All potions within 60 feet are nullified for 1d4 days.
57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 All potions within 60 feet have their effect doubled for 1d4 days.
63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You get struck by a bolt of lightning for 2d10 lightning damage
69-70 Each creature within 30 feet of you becomes invisible for the next minuteThe invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 You have vulnerability to all damage for the next minute.
75-76 You can take one additional action immediately.
77-78 You cast Fly on a random creature within 60 feet of you.
79-80 You cast Heal on a random creature within 60 feet.
81-82
83-84
85-86
87-88
89-90
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell(You cannot manipulate a Wild Magic Surge to select this option)
93-94
95-96
97-98
99-100 You regain all expended sorcery points.

Overcharged Magic Surges (1d20)

  1. Gate opens to a randomly chosen outer plane: 50% chance for an extra-planar creature to appear.
  2. All of the caster’s ability scores raise to match their highest score for 1d10 rounds.
  3. All of the caster’s ability scores lower to match their lowest score for 1d10 rounds.
  4. A random magic item within 30 feet of the caster loses magic properties for 1d10 rounds
  5. One random normal item within 30 feet of the caster becomes permanently magical
  6. A deafening bang erupts from the casterAll those who can hear it (including the caster) must succeed a Constitution saving throw against the caster’s spell DC, or be stunned 1d4 rounds.
  7. Reverse Gravity is cast below the caster’s feet for 1 round (affects the caster)
  8. Fire Bolt is cast at a random creature within range, it then hops between nearby creatures in range for 1d4 rounds.
  9. A random creature within 60 fthas all negative conditions removed.
  10. The caster and the nearest spellcaster swap prepared spells (the caster still has to have the required spell slot to cast these spells).
  11. The caster gains temporary hit points equal to 4x their current Sorcery points.
  12. The caster becomes wreathed in flames for 1d10 roundsAll creatures within 5 ft take 5 points of fire damage per round.
  13. The caster loses all non-expended spell slots.
  14. The caster regains all expended spell slots.
  15. You cast Hold Person centered on yourself, and have disadvantage on the saving throw.
  16. Two random creatures swap hitpoint values (excess health gained is considered temporary hitpoints).
  17. Caster automatically succeeds their next 1d6 saving throws
  18. Caster automatically fails their next 1d6 saving throws
  19. Caster halves the damage of the next spell cast.
  20. Caster doubles the damage of the next spell cast.

Unstable Magic Surges (1d20)

  1. All spells prepared by the caster are discharged at random targets in descending order of level.
  2. A random dead creature within 30 feet is resurrected as if Reincarnate was cast on them.
  3. An Avatar of Death is summoned to attack the last creature to attack the caster.
  4. An Avatar of Death is summoned to attack the last creature to heal the caster.
  5. For 1d4+1 rounds, all magic within 30 feet of the caster is nullified.
  6. A Wall of Force surrounds the caster for 1d4 rounds.
  7. A Wall of Fire surround the caster for 1d4 rounds.
  8. The caster is affected by Blink for the duration, and disappears on a 10 instead of an 11.
  9. For the next 1d4 rounds, all Death Saves are made with advantage.
  10. For the next 1d4 rounds, all Death Saves are made with disadvantage.
  11. At death, the caster is resurrected but has gained a level.
  12. At death, the caster is resurrected but has lost a level.
  13. At death, the caster has a 10% chance to resurrect with full health.
  14. Heal is cast on the nearest creature to the caster.
  15. The next healing spell cast instead deals necrotic damage.
  16. Blight is cast on the nearest creature to the caster.
  17. At death, anybody not witnessing the caster’s death forgets they existed.
  18. All creatures below 25% of their maximum hit points must succeed a Constitution saving throw against the caster’s spell DC. On a failure, the creature immediately falls unconscious, if the creature rolls a 1 on the dice, they die instantly.
  19. At death, the caster explodes, dealing 8d10 force damage to all creatures within 15 ft, if a creature with force resistance is within 5 feet of the blast, their resistance is ignored. The caster’s body becomes a pile of ash.
  20. The caster instantly stabilizes, regaining all of their maximum hit points and their highest expended spell slot.
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