
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.Ĭreatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

If the roll is even, you grow.įor the next minute, you regain 5 hit points at the start of each of your turns. Your height changes by a number of inches equal to the roll. You cast Magic Missile as a 5th-level spell. You cast Fireball as a 3rd-level spell centered on yourself. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.įor the next minute, you can see any invisible creature if you have line of sight to it.Ī modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. You can use the feature only once per turn. When you roll damge 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. Spell Bombardmentīeginning at 18th level, the harmful energy of your spells intensifies. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. Controlled ChaosĪt 14th level, you gain a modicum of control over the surges of your Wild Magic. You can do so after the creature rolls but before any effects of the roll occur. When another creature you can see make an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. Starting at 6th level, you have the ability to twist fate using your wild magic. Once you do so, you must finish a long rest before you can use this feature again.Īny time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher.

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. Starting when you choose this origin at 1st level, your Spellcasting can unleash surges of untamed magic. Source: Player’s Handbook Wild Magic Surge

However it came to be, this chaotic magic churns within you, waiting for any outlet. Or your magic could be a fluke of your birth, with no apparent cause or reason. Perhaps you were blessed by a powrful fey creature or marked by a demon. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Wild Magic Table: Your innate magic comes from the Wild Forces of chaos that underlie the order of creation.
