Wild v1.2.0 #
Wild Magic (1) #
- 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.
- Whenever you gain a Sorcerer Level, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard spell list.
- Note: Spells marked with a * are renamed spells whose old names can be found via: Spell Revamp.
Wild Magic Spells #
Sorcerer Level | Spells |
---|---|
1st | Chaos Bolt, Magic Missile, Sorcerous Burst |
3rd | *Acid Arrow, *Mischievous Surge |
5th | Fireball, Thunder Step |
7th | Ice Storm, Wall of Fire |
9th | Cloudkill, Cone of Cold |
Tides of Chaos (1) #
- Combines the “Tides of Chaos” and “Wild Magic Surge” features to allow space for the new “Wild Magic” feature.
- Roll a d20 for Wild Magic Surge whenever you cast a 1st Level or higher Spell, with no limit on rolls per turn, the DM no longer has you roll when they chose.
- Any time before you regain use of Tides of Chaos, 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 your Tides of Chaos feature. The DM no longer chooses to have you roll.
- Whenever you roll on the Wild Magic Surge table you can spend 1 Sorcery Point to reroll the d100 roll.
Bend Luck (6) #
- The size of the die is increased from a d4 to a d6.
Controlled Chaos (14) #
- Additionally, if you roll the same number on both rolls you can choose an effect from the table and cause that effect to occur.
Spell Bombardment (18) #
- Additionally, any time you roll on the Wild Magic Surge table you roll three times and can use any of the numbers.
- You can use this feature a number of times per turn equal to your Charisma Modifier.