A Truly Wild Mage (5e Class)
Wild Mage[edit]
A sorcerer finds themselves in quite the pickle, surrounded by enemies on all sides. He had unfortunately pissed off the wrong people, getting into trouble with the organized crime syndicate that basically ran the city the sorcerer was staying in from the shadows. The sorcerer didn't know what to do, but... He didn't have to. It never stopped him before! So, with a flick of his wrist he'd fling unstable weave energy at his opponents, which, of course, immediately went wild. This wasn't a bother, seeing as the sorcerer couldn't NOT cast wild magic. He was counting on the chaos his spells caused to get him out of this, and much like every time before... It worked, just as planned. 10 gallons of water would be summoned out of nowhere, falling on the sorcerer's opponents and giving him time to escape while they slid on the stone.
Sorcerers, or something more?[edit]
A Wild Mage, if you couldn't guess from the above description, is a Wild Magic Sorcerer taken to the next level. Your average Wild Magic Sorcerer doesn't have full control of their own magic due to their connection to raw, chaotic weave energy. While they fight against their chaotic power to cast normal spells, a Wild Mage loses themselves to it. By fully embracing their magic's chaotic nature, they gain access to a form of magic like no other. Raw weave energy being fully utilized by a caster, chaos taken form. Their quick wit and creativity is what lets them use their chaotic magic, weaving together a spell at random every time they wish to cast. While a regular caster forces the weave into a certain shape and form in order to cast magic, a Wild Mage simply goes with the flow. This gives them certain advantages over other casters, detailed below.
Creating a Wild Mage[edit]
- Quick Build
You can make a Wild Mage quickly by following these suggestions. Your highest ability score depends on what you choose to be your spellcasting modifier, so, choose carefully. Second, choose a background related to your character's backstory. All that's required to become a Wild Mage is contact with raw or chaotic magic, so feel free to get weird with it. Third, well... Who needs equipment, right? You already have no idea what you're going to cast, so supplies aren't necessary.
Class Features
As a Wild Mage you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Wild Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wild Mage level after 1st
- Proficiencies
Armor: light, medium.
Weapons: Simple weapons.
Tools: None.
Saving Throws: 2 of your choice.
Skills: 3 of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 3d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Wild Mana | Max Chaotic Casting Table Level |
---|---|---|---|---|
1st | +2 | Chaotic Casting, Wild Mana, Unbound Spells | 4 | 1 |
2nd | +2 | Font of Chaos | 8 | 1 |
3rd | +2 | Chaoting Casting Improvement | 12 | 2 |
4th | +2 | Ability Score Improvement, Wild Metamagic | 16 | 2 |
5th | +3 | — | 20 | 3 |
6th | +3 | Chaotic Mixture | 24 | 3 |
7th | +3 | — | 28 | 4 |
8th | +3 | Ability Score Improvement, Supportive Font | 32 | 4 |
9th | +4 | — | 36 | 5 |
10th | +4 | Wild Aura | 40 | 5 |
11th | +4 | — | 44 | 6 |
12th | +4 | Ability Score Improvement, Mana Siphon | 48 | 6 |
13th | +5 | — | 52 | 7 |
14th | +5 | Chaotic Mixture Improvement | 56 | 7 |
15th | +5 | — | 60 | 8 |
16th | +5 | Ability Score Improvement, Metamagic Aura | 64 | 8 |
17th | +6 | — | 68 | 9 |
18th | +6 | — | 72 | 9 |
19th | +6 | Ability Score Improvement | 76 | 9 |
20th | +6 | Pure Chaos | 80 | 9 |
Chaotic Casting[edit]
At 1st level, you have access to Chaotic Casting, which is like Spellcasting in the way that when doing it a spell is cast, but almost completely different in every other way. Unlike normal spellcasters, you do not prepare spells, and don't choose any specific spells to study and learn. Rather, depending on the level of spell you have unlocked, you have a table of spells from every possible spell from said level that you roll on whenever you'd like to cast a spell. The spellcasting ability for all spells is chosen by you, though this can't be changed later.
Spell save DC = 8 + your proficiency bonus + the chosen modifier
Spell attack modifier = your proficiency bonus + the chosen modifier
Spells cast through the Chaotic Casting feature no longer require components to cast. Not just material, but verbal and somatic components as well. This is due to the wild nature of the spellcasting, and the fact that raw weave energy is being used. It's more powerful, but less refined, making it… Y'know, chaotic.
Wild Mana[edit]
Also at 1st level, Chaotic Casting works not through Spell Slots, but through Wild Mana. Seeing as Wild Mage’s don’t prepare spells, the amount of spells they can cast is directly linked to their energy, rather than an arbitrary number linked to knowledge. Seeing as a Wild Mage doesn’t have to refine and focus their magic in any way, they have much more energy than a regular caster, and can cast more magic before losing their ability to do so. To roll on one of the Chaotic Casting Table’s you must spend double the level of said table in Wild Mana. For example, a 1st level Chaotic Casting takes 2 Wild Mana, a 2nd level Chaotic Casting takes 4 Wild Mana, and so on. All Wild Mana is restored during a long rest, and an amount of Wild Mana equal to an expended Hit Dice + the chosen modifier can be regained during a short rest.
Unbound Spells[edit]
Also at 1st level, spells cast with Chaotic Casting ignore the specified restrictions of spells. That may seem odd, but seeing as chaos is not bound by law, your Wild Magic has grown to the point of breaking whatever spell is randomly cast from you from the laws that created it in the first place. For example, if you were to cast Mage Hand, it says in the description of the spell that “The hand can’t attack, activate magical items, or carry more than 10 pounds”. The Mage Hand that was cast through Chaotic Casting would be able to do all three. Any “can’t” that is specified within a spell no longer exists, as chaos is ungovernable. This allows for much more creativity to be had with even the simplest of spells, though this is balanced out by said creativity happening directly in the moment the spell is cast, and you can never really prepare for what spell you could possibly cast next.
Font of Chaos[edit]
At 2nd level, you tap into the chaos within your being for more than simply casting spells.
- Converting HP to Wild Mana. As a bonus action, you can siphon HP from yourself in order to re energize your magic. You regain Wild Mana equal to double the HP you decide to siphon.
- Converting Wild Mana to HP. As a bonus action, you can convert Wild Mana directly into HP. You regain HP equal to half the Wild Mana you decide to burn.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Chaotic Casting Improvement[edit]
At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level, you get access to the next level of the Chaotic Casting tables.
Wild Metamagic[edit]
At 4th level, you gain the ability to pour additional Mana into a Chaotic Casting in order to empower the spell you cast. As a reaction after you cast a spell with Chaotic Casting, you can expend 1 point of Wild Mana per spell level (0th level spells still require 1 point) in order to empower them with a random effect rolled from a d8. If an effect is rolled that is l unable to effect the spell, the extra Wild Mana is simply wasted.
- Nothing. Nothing happens.
- Reckless Spell. If the spell forces other creatures to make a saving throw, the spell becomes even more unpredictable. A number of creatures you choose equal to the chosen modifier gain disadvantage on the save against the spell (minimum 1).
- Sawed-off Spell. If the spell has a range of 10 feet or greater, its range is halved, and if it hits, its damage is automatically doubled.
- Siphoned Spell. If the spell does damage, its damage is halved. All the lost damage is transmuted into temporary HP for yourself.
- Slowed Spell. If the spell is usually instantaneous, its effect is instead drawn out over a number of rounds equal to half the chosen modifier rounded up. Anything the spell usually does happens each time for the extra rounds it stays before dissipating.
- Unsubtle Spell. No matter what, the spell you cast becomes incredibly loud and bright. Any hostile creature that hears or sees the spell becomes either deafened, blinded, or both. This lasts for as long as the spell does.
- Negative Spell. If a spell does no damage, it gains damage equal to 1d8 per the spell's level (minimum 1). If a spell does damage, it instead does none, but all of its other effects last for twice as long / become twice as strong.
- Bisected Spell. When a spell is cast, it splits into two smaller versions of the same spell. The two smaller spells have the same effect, but any damage that the spell would’ve done originally is halved between the two parts, and each spell lasts for half as long (minimum of instantaneous for instantaneous spells / 1 turn for spells that last for longer than instantaneous).
Chaotic Mixture[edit]
At 6th level, as a bonus action after using Chaotic Casting, you may roll again on the same table. The second spell’s effects that were rolled occur at the same time or directly before / after the original spell, basically resulting in a fusion of two different spells. This feature can be used a number of times equal to the chosen modifier per long rest.
Supportive Font[edit]
At 8th level, your Font of Chaos feature now allows you to convert Wild Mana into HP for your allies, healing them for an amount equal to the Wild Mana converted.
Wild Aura[edit]
At 10th level, your very presence has evolved, becoming chaotic and influencing your surroundings. This aura is represented as an invisible sphere with a 10ft radius which is always active.
- Every spell that comes within a 10ft radius that is not one of your own spells goes “wild”, being transformed into another spell of the same level.
- Any effect that is dependant on alignment no longer works within the Wild Aura, the chaos nullifying both good and evil.
- You can sense any movement within the Wild Aura, even if your senses are effected by magical means.
- You can cast your spells from any point within the Wild Aura.
Mana Siphon[edit]
At 12th level, when you are hit with magic in any form, you regain Wild Mana equal to the damage taken from said magic. If the magic doesn’t do damage but still targets and affects you, you regain your proficiency bonus + the chosen modifier in Wild Mana. This restoration of Wild Mana occurs every round that external magic is affecting you, so if magic persists between rounds, you regain Wild Mana for each round that it affects you. Any Wild Mana that is gained that goes over your maximum is instead added to your Hit Points as Temporary HP.
Chaotic Mixture Improvement[edit]
At 14th level, when using the Chaotic Mixture feature you can add another random spell into the mixture so long as you get rid of an extra usage of the feature to do so.
Metamagic Aura[edit]
At 16th level, you have the ability to pour additional mana into your Wild Aura much like you can for your spells. As an action you can roll a d4 in order to see which aspect of the wild aura is enhanced. An effect ends as soon as the mana cost stops being payed.
- The radius in which spells go wild around you doubles to 20ft, and you can effect said spells with any of your own features. Every turn this effect is active it drains 8 Wild Mana.
- Lawful creatures within your aura gain disadvantage on anything they do, their orderly minds unable to handle the sheer chaos you radiate. Every turn this effect is active it drains 10 Wild Mana.
- The radius in which you can sense movement is quadrupled to 40ft. Every turn this effect is active it drains 8 Wild Mana.
- You can now extend the Wild Aura 10ft in any direction as a bonus action, allowing you to cast your spells from further distances away. Every turn this effect is active it drains 10 Wild Mana.
Pure Chaos[edit]
At 20th level, all features that require Wild Mana can now be used with half the Wild Mana cost. Additionally, the stat for the chosen modifier is increased by 4, making its new maximum 24.
Chaotic Casting Tables[edit]
The tables you use for casting.
- 0th Level
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Druidcraft
- Eldritch Blast
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Guidance
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Mind Silver
- Minor Illusion
- Mold Earth
- Polson Spray
- Prestidigitation
- Primal Savagery
- Produce Flame
- Ray of Frost
- Resistance
- Sacred Flame
- Shape Water
- Shillelagh
- Shocking Grasp
- Spare the Dying
- Sword Burst
- Thaumaturgy
- Thorn Whip
- Thunderclap
- Toll the Dead
- True Strike
- Ward of Radiance
- Vicious Mockery
- 1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Armor of Agathys
- Arms of Hadar
- Bane
- Beast Bond
- Bless
- Burning Hands
- Catapult
- Cause Fear
- Ceremony
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Color Spray
- Command
- Compelled Duel
- Comprehend Languages
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Polson and Disease
- Disguise Self
- Dissonant Whispers
- Divine Favor
- Earth Tremor
- Ensnaring Strike
- Entangle
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Goodberry
- Grease
- Gulding Bolt
- Hall of Thorns
- Healing Word
- Hellish Rebuke
- Heroism
- Hex
- Hunter's Mark
- Ice Knife
- Identify
- Illusory Script
- Inflict Wounds
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Protection from Evil and Go
- Purify Food and Drink
- Ray of Sickness
- Sanctuary
- Searing Smite
- Shield
- Shield of Faith
- Silent Image
- Silvery Barbs
- Sleep
- Snare
- Speak with Animals
- Tasha's Caustic Brew
- Tasha's Hideous Laughter
- Tenser's Floating Disk
- Thunderous Smite
- Thunderwave
- Unseen Servant
- Witch Bolt
- Wrathful Smite
- Zephyr Strike
- 2nd Level
- Aganazzar's Scorcher
- Ald
- Alter Self
- Animal Messenger
- Arcane Lock
- Augury
- Barkskin
- Beast Sense
- Biindness/Deafness
- Blur
- Branding Smite
- Calm Emotions
- Cloud of Daggers
- Continual Flame
- Cordon of Arrows
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Dust Devil
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Find Steed
- Find Traps
- Flame Blade
- Flaming Sphere
- Gentle Repose
- Gust of Wind
- Healing Spint
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Levitate
- Locate Animals or Plants
- Locate Object
- Magic Mouth
- Magic Weapon
- Maximlilan's Earthen Gras
- Melf's Acid Arrow
- Mind Spike
- Mirror Image
- Misty Step
- Moonbeam
- Nathair's Mischief
- Nystul's Magic Aura
- Pass without Trace
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Pyrotechnics
- Ray of Enfeeblement
- Rime's Binding tre
- Rope Trick
- Scorching Ray
- See Invisibility
- Shadow Blade
- Shatter
- Silence
- Skywrite
- Snilioc's Snowball Swarm
- Spider Cilmb
- Spike Growth
- Spiritual Weapon
- Suggestion
- Summon Beast
- Tasha's Mind Whip
- Warding Bond
- Warding Wind
- Warp Sense
- Web
- Zone of Truth
- 3rd Level
- Animate Dead
- Ashardalon's Stride
- Aura of Vitality
- Beacon of Hope
- Bestow Curse
- Elinding Smite
- Blink
- Call Lightning
- Catnap
- Clairvoyance
- Conjure Animals
- Conjure Barrage
- Counterspell
- Create Food and Water
- Crusader's Mantle
- Daylight
- Dispel Magic
- Elemental Weapon
- Enemies Abound
- Erupting Earth
- Fear
- Feign Death
- Fireball
- Flame Arrows
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Hunger of Hatar
- Hypnotic Pattern
- Intellect Fortress
- Leomund's Tiny Hut
- Life Transference
- Lightning Armow
- Lightning Bolt
- Magic Circle
- Major Image
- Mass Healing Word
- Meld Into Stone
- Melf's Minute Meteors
- Nondetection
- Phantom Steed
- Plant Growth
- Protection from Energy
- Remove Curse
- Revivity
- Sending
- Sleet Storm
- Slow
- Speak with Dead
- Speak with Plants
- Spirit Guardians
- Spirit Shroud
- Stinking Cloud
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Thunder Step
- Tidal Wave
- Tiny Servant
- Tongues
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
- 4th Level
- Arcane Eye
- Aura of Life
- Aura of Purity
- Banishment
- Blight
- Charm Monster
- Compulsion
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Death Ward
- Dimension Door
- Divination
- Dominate Beast
- Elemental Bane
- Evard's Black Tentacles
- Fabricate
- Find Greater Steed
- Fire Shield
- Freedom of Movement
- Gate Seal
- Glant Insect
- Grasping Vine
- Greater Invisibility
- Guardian of Faith
- Guardian of Nature
- Hallucinatory Terrain
- Ice Storm
- Leomund's Secret Chest
- Locate Creature
- Mordenkainen's Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Phantasmal Killer
- Polymorph
- Raulsthim's Psychic Lance
- Shadow of Moll
- Sickening Radiance
- Staggering Smite
- Stone Shape
- Stoneskin
- Storm Sphere
- Summon Aberration
- Summon Construct
- Summon Elemental
- Summon Greater Demon
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
- 5th Level
- Animate Objects
- Antilife Shell
- Awaken
- Banishing Shiite
- Bigby's Hand
- Circle of Power
- Cloudkiil
- Commune
- Commune with Nature
- Cone of Cold
- Conjure Elemental
- Conjure Volley
- Contact Other Plane
- Contagion
- Control Winds
- Creation
- Danse Macabre
- Dawn
- Destructive Wave
- Dispel Evil and Good
- Dominate Person
- Dream
- Enervation
- Far Step
- Flame Strike
- Geas
- Greater Restoration
- Hallow
- Hold Monster
- Holy Weapon
- Immolation
- Infernal Calling
- Insect Plague
- Legend Lore
- Maelstrom
- Mass Cure Wounds
- Mislead
- Modify Memory
- Negative Energy Flood
- Passwall
- Planar Binding
- Raise Dead
- Rary's Telepathic Bond
- Reincarnate
- Scrying
- Seeming
- Skill Empowerment
- Steel Wing-Strike
- Summon Celestial
- Summon Draconic Spirit
- Swift Quiver
- Synaptic Static
- Telekinesis
- Teleportation Circie
- Transmute Rock
- Tree Stride
- Wall of Force
- Wall of Light
- Wall of Stone
- Wrath of Nature
- 6th Level
- Arcane Gate
- Blade Barrier
- Bones of the Earth
- Chain Lightning
- Circle of Death
- Conjure Fey
- Contingency
- Create Homuriculus
- Create Undead
- Disintegrate
- Drawmij's Instant Summons
- Oruld Grove
- Eyebite
- Find the Path
- Fizban's Platinum Shield.
- Flesh to Stone
- Forbiddance
- Globe of Invulnerablitty
- Guards and Wards
- Harm
- Heal
- Heroes Feast
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Magic Jar
- Mass Suggestion
- Mental Prison
- Move Earth
- Otiluke's Freezing Sphere
- Otto's Irresistible Dance
- Planar Ally
- Primordial Ward
- Programmed Illusion
- Scatter
- Soul Cage
- Summon Fiend
- Sunbeam
- Tasha's Otherworldly Guise
- Wenser's Transformation
- Transport via Plants
- True Seeing
- Wall of Ice
- Wall of Thoms
- Wind Waik
- Word of Recall
- 7th Level
- Conjure Celestial
- Crown of Stars
- Delayed Blast Fireb
- Divine Word
- Draconic Transformat
- Dream of the Blue Ve
- Etherealness
- Finger of Death
- Fire Storm
- Forcecage
- Mirage Arcane
- Mordenkainen's Ma
- Mordenkainen's Sw
- Plane Shift
- Power Word Pain
- Prismatic Spray
- Project Image
- Regenerate
- Resurrection
- Reverse Gravity
- Sequester
- Simulacrum
- Symbol
- Teleport
- Temple of the Gods
- Whirlwind
- 8th Level
- Abi-Dalzim's Horrid Wilting
- Animal Shapes
- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Demiplane
- Dominate Monster
- Earthquake
- Feeblemind
- Glibness
- Holy Aura
- Illusory Dragon
- Incendiary Cloud
- Maddening Darkness
- Maze
- Mighty Fortress
- Mind Blank
- Power Word Stun
- Sunburst
- Telepathy
- Tsunami
- 9th Level
- Astral Projection
- Blade of Disaster
- Foresight
- Gate
- Imprisonment
- Invulnerability
- Mass Heal
- Mass Polymorph
- Meteor Swarm
- Power Word Heal
- Power Word Kill
- Prismatic Wall
- Psychic Scream
- Shapechange
- Storm of Vengeance
- Time Stop
- True Polymorph
- True Resurrection
- Weird
- Wish
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-A Truly Wild Mage-> class, you must meet these prerequisites:to not be able to cast a spell
Proficiencies. When you multiclass into the <!-Truley Wild Mage-> class, you gain the following proficiencies: 2 skill proficiencie of your choice
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