Wild Chaos Blade (5e Spell)

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This spell is specifically designed for Wild Magic Sorcerer, to add even more randomness to their already unstable subclass.

Wild Chaos Blade
3rd-level Evocation
Casting time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute


You join your hands together, and as you mimic unsheathing an imaginary sword, the light around you temporarily get dimmer. A sword of chaotic energy appears in your hand, looking like solidified multicolored light. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It has the finesse, light, and thrown properties (range 20/60).

When you make a melee attack with this weapon, roll 2d10+1d4 for damage. Choose one of the d10s. The number rolled on that die determines the attack's damage type, as shown below.

If you roll the same number on both d10s, the chaotic energy leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes elemental damage (determined by the d10) equal to 2d4 + your spellcasting ability modifier.

When casting the spell, you can expend your Tides of Chaos. By doing so, you make each attack roll with advantage. However, for each attack you do, you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. You don't regain the use of Tides of Chaos if you do, as it is a special surge of Wild Magic.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

d10 Damage Type
1 Acid
2 Fire
3 Radiant
4 Thunder
5 Force
6 Necrotic
7 Lighting
8 Psychic
9 Cold
10 Poison

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d4 for each slot level above 3rd. The damage to the second creature also increase by 1d4.


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