Wild Magic: Baldur's Gate 3 Edition (5e Subclass)

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Wild Magic[edit]

Sorcerer Subclass

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 Surge[edit]

At 1st level, 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, you roll 1d20. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos[edit]

At 1st level, you learn to ride on the tides of chaos. After you roll a 1d20 but before you know the result, you may choose to reroll the dice and take the second result. Your next spell triggers Wild Magic Surge on a 10 or lower. You can use this feature once per short or long rest

Bend Luck[edit]

At 6th level, you bend luck in your favor. Spend 2 Sorcery Points as a reaction to give a target that you see a 1d4 bonus or a 1d4 penalty on a single Attack Roll or Saving Throw.

Guide Luck[edit]

At 6th level, you guide luck to curse your enemies and bless your allies. As a free action and 2 Sorcery Points to give a target that you see, a 1d4 bonus or a 1d4 penalty to all Ability Checks until the end of your next turn.

Controlled Chaos[edit]

At 14th level, you control your chaos on to unprepared spellcasters. When you see an enemy casts a spell, spend your reaction to cause a Wild Magic Surge to treat enemy spellcaster as the target of the surge. You roll the Wild Magic Surge twice and you pick which of the two you prefer.

Spell Bombardment[edit]

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. You can use the feature only once per turn.

Wild Surge
d100 Effect d100 Effect
01-02 At the start of each turn, roll on this table again. 51-54 Summon aggressive Cambion near spellcaster
03-06 Summon a mephit that is hostile to everyone in the vicinity. 55-58 Each creature and item within 20 ft of the caster starts Burning and takes 1d6 Fire damage per turn for 5 turns.
07-10 Switch positions with a target that you can see each time you cast a spell or Cantrip. 59-62 Each creature within 30 ft is randomly transformed into either a cat or a dog.
11-14 Until the end of your next turn, you can use a Bonus action to teleport up to 30 ft. 63-66 Each creature within 30 ft is randomly Enlarged or Reduced.
15-18 Create a dense cloud of fog, centered on yourself. The fog Heavily Obscures and Blinds creatures within. 67-70 Create a vine surface around yourself, slowing down creatures, possibly Entangling them.
19-22 Each creature within 30 ft becomes Blurred from the blur spell. 71-74 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.
23-26 Whenever you cast a spell of level 1 and higher, heal all creatures in a 10 ft radius for 1d4 hit points per Spell Slot level. 75-78 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
27-30 Enhances Weapon with +1d4 Force Damage. Hits will always deal Critical Damage. 79-82 You are Slowed.
31-34 Spawns water puddle around caster. 83-86 Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
35-38 Self polymorph into a Sheep for 2 turns 87-90 Able to lift and throw objects and creatures with your mind until the end of your turn.
39-42 You get Action Surge 91-94 Increase your Armour Class by 5. You take no damage from Magic Missile.
43-46 Self cast Slow for 2 turns 95-98 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
47-50 Summon aggressive Mephit near spellcaster 99-100 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
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