Wilder Magic Sorcerer(5e Subclass)
Wilder Magic Sorcerer[edit]
Sorcerer Subclass
This is a subclass I made because I really liked the wild magic sorcerer subclass but thought it was far too weak compared to other subclasses for sorcerer, due to it's gimmicky nature. While I understand it is intended to be gimmicky, I rather wanted to make it more viable to choose for actual min-maxing play rather than just for laughs. As such, I decided to fix it. This subclass retains most of the same abilities as base wild magic sorcerer, but with a bit of added stuff and an extended spell list to balance out the whole, "you cast a spell and you can either blow yourself up or turn into a potted plant" thing.
The forces of chaos lying beneath the order of creation are the source of your magic. You may have been exposed to raw magic, perhaps through a planar portal to Limbo, the Elemental Planes, or the Far Realm. Perhaps you found yourself blessed by a fey being or cursed by a demon. Or your magic could be a fluke, with no apparent cause. However it came to be, this magic churns within you, awaiting an outlet.
- Wild Magic Extended Spell List
You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
1st level: Faerie Fire, Find Familiar
3nd level: Alter Self, Misty Step
5th level: Glyph of Warding, Phantom Steed
7th level: Freedom of Movement, Hallucinatory terrain
9th level: Mislead, Wall of Force
- Wild Magic Surge
Same as normal wild magic surge, a gimmicky thing that your DM can make you do that can do anything from explode you into oblivion to turn you into a sheep. Who knows :).
- Tides of Chaos
At first level, You can manipulate the forces of chance and chaos. Whenever you roll an attack roll, ability check or saving throw you may either choose to roll it with advantage by spending a single use of this ability before the roll, or you may instead re-roll the dice by spending two uses of this ability after rolling (but before determining the result).
You have a number of uses of this ability equal to your proficiency bonus, regaining all uses following a long rest, or d3 uses whenever you trigger a Wild Sorcery Surge. If you have used two or more of your Tides of Chaos uses, your DM may choose to trigger an automatic Wild Sorcery Surge when you cast a sorcerer spell of 1st level or higher.
- Manipulate Luck
At sixth level, You have the ability to twist fate using your wild magic. Whenever you roll on the Wild Sorcery Surge table, you can roll twice and choose which result to use.
In addition, whenever another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. You can do this a number of times equal to your proficiency bonus, and regain all spent uses after completing a long rest.
- Wild Magic Unleashed
At 14th level, after casting a 1st level or higher spell as an Action, you may spend a sorcery point to do one of the following as a Bonus Action:
Re-roll any number of duplicate damage/healing dice for the spell – you must use the second roll. Teleport to a safe, unoccupied space at least 10 feet away, and no more than 30 feet away. Turn partially invisible until the start of your next turn – while enemies cannot see you as normal, they remain aware of your general location and so can pursue you, attempt to attack you (with disadvantage) etc. If the spell you cast triggered a Wild Sorcery Surge, the effect is resolved after the Bonus Action has been taken.
- Master of Wild Magic
At 18th level, you have gained an intuitive understanding of the flow of wild magic around you, enabling you to pluck at the threads of raw sorcerous power as you please. You can now attempt to cast a spell even if you do not know it, provided it has a casting time of one Action or longer, you have the necessary spell slot to cast it, and you can meet any component requirements. You may not use metamagic options on a spell cast using this feature.
Before resolving the spell's effect(s) you must first roll an Intelligence or Wisdom check (whichever is worse) with a DC of 10 + the spell's level. Before rolling, you may spend any number of sorcery points in order to add a +2 bonus to the roll for each point spent. On a success, the spell takes effect as normal as if it were one of your known sorcerer spells, while on a failure any spell slots and components are consumed as normal but nothing happens.
Regardless of whether the spell is successfully cast or not, you will trigger an immediate Wild Sorcery Surge.
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