Wild Magic Origin

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

 

3rd Level: Wild Magic Spells

Restriction: Argent Company Only
 

You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. You always have these spells prepared, and they don't count against the number of spells you have prepared.

Wild Magic Spells
Sorcerer Level
Spells
3rd
Entangle, Find Steed, Lesser Restoration, Magic Missile
5th
Crusader's Mantle, Lightning Bolt
7th
Greater Invisibility, Kastus’s Voltaic Wave
9th
Circle of Power, Greater Restoration

3rd Level: Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Roll a d20 immediately after you cast an Arcane spell with spell points. 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.

3rd Level: Tides of Chaos

You can manipulate the forces of chance and chaos to gain Advantage on one d20 Test. Once you do so, you must finish a Long Rest before you can use this feature again.

Immediately after you cast an Arcane spell with spell points before you regain the use of this feature, you automatically roll on the Wild Magic Surge table and regain the use of this feature.

6th Level: Bend Luck

You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a d20 Test, you can use your Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll.

10th Level: Controlled Chaos

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

14th Level: Wild Bombardment

Immediately after you cast an Arcane spell with spell points, you can create an effect of your choice from the Wild Magic Surge table. Once you use this feature, you can’t do so again until you finish 1d4 Long Rests.

Wild Magic Surge

d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04For the next minute, you can see any Invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A vegepygmy chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out.
07-08You cast Fireball as a 3rd-level spell centered on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast Magic Missile as a 5th-level spell.59-60You regain one spell point.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62For the next minute, you must shout when you speak.
13-14You cast Confusion centered on yourself.63-64You cast Fog Cloud centered on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are Frightened by the nearest creature until the end of your next turn.
19-20You cast Grease centered on yourself.69-70Each creature within 30 feet of you becomes Invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain Resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.73-74A random creature within 60 feet of you gains the Poisoned condition for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have Advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is Blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 Action have a casting time of 1 Bonus Action.77-78You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to a harmless demiplane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional Action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain Hit Points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast Mirror Image.
37-381d6 kobolds controlled by the DM appear in unoccupied spaces within 60 feet of you and are Frightened of you. They vanish after 1 minute.87-88You cast Fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become Invisible for the next minute. During that time, other creatures can't hear you.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are Incapacitated and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life with 1 Hit Point.
43-44For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast Levitate on yourself.95-96You and all creatures within 30 feet of you gain Vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, bubbles float out of your mouth.99-00You regain all expended Sorcery Points.