Wild Sorcery

Sorcerer Subclass (Source: Player's Handbook)
This is a variant of the Wild Magic subclass, replacing it for use in this setting. It is as follows:
Your innate magic comes from the wild forces of chaos that seep into the world from the Pantesseract, the tear in reality created by Olyph's Folly. This chaotic magic churns within you, waiting for any outlet. Most Wild Sorcerers are chaotic in nature, and embrace the randomness suggested by their fascination with the raw stuff of chaos they manipulate. But some regard their gift with more intellectual rigor, possessed of an orderly understanding of manipulating probability rather than clinging to quaint beliefs about "good" luck and "bad" luck.
Wildling
Starting at 1st level when you take this sorcerous origin, at the start of each game session you must roll a d20 and set it aside in a designated area with the rolled face up; this is your Wild Die. During the game session, when you have just rolled one or more d20's for an attack, saving throw, or ability check, you can choose to exchange your current Wild Die (with its rolled side up) for one of those d20's before determining the outcome of the roll. The swapped out d20 (with its rolled side up) is now your Wild Die. You may use this feature up to once per turn a number of times equal to your proficiency bonus per long rest.
Wild Cantrip
At 1st level, you gain a Wild Cantrip, which is a sorcerer spell for you that does not count against your limit and which you may cast without need of spell components. You determine your initial Wild Cantrip by rolling a d8 and consulting the table below.
Additionally, at the start of your turn you may reroll your Wild Die. If you do, you must roll a d8 on the Wild Cantrip table and replace your current Wild Cantrip with the rolled result if you do not already know it. After you use this feature, you must finish a long rest before you can use it again. You may not replace your Wild Cantrip by any means other than this.
d8 roll
Wild Cantrip
d8 roll
Wild Cantrip
1
Dancing Lights
5
Infestation
2
Druidcraft
6
Sword Burst
3
Eldritch Blast
7
Thaumaturgy
4
Guidance
8
Vicious Mockery
Wild Spells
At 1st level, you gain two Wild Spells which are always considered to be sorcerer spells for you, do not count against your known spells limit, and which you can cast without need of spell components. Additionally, starting at 6th level you can cast each of your Wild Spells by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.
You initially know Chaos Bolt and Color Spray as your Wild Spells, but each time you take an additional level in this class you may roll a d8 on the below Wild Spell List table and another d8 on the Wild Spell School table. If you do, you may replace one of your two known Wild Spells with a spell of a level that you have spell slots for that does not require material components with a monetary cost, chosen from the indicated spell list and spell school. If there are no available spells that meet these restrictions, roll both dice again. You cannot replace your Wild Spells by any means other than this.
d8
Wild Spell List
d8
Wild Spell School
1
Artificer
1
Abjuration
2
Bard
2
Conjuration
3
Cleric
3
Divination
4
Druid
4
Enchantment
5
Paladin
5
Evocation
6
Ranger
6
Illusion
7
Warlock
7
Necromancy
8
Wizard
8
Transmutation
For instance, if a 9th level Wild Sorcerer rolled a 4 on the Wild Spell List table and a 7 on the Wild Spell School table, they could swap one of their two currently known Wild Spells for a necromancy spell on the druid spell list of up to 5th level that does not require material components with a monetary cost.
Wild Magic
Beginning at 6th level, you may spend a spell slot and a number of sorcery points equal to the spell level to attempt to cast any spell from any spell list without need of spell components. If you do, make a Charisma ability check against DC 8 + the spell's level. If you succeed, you cast the spell using the expended spell slot. If you fail, roll a d8 on the Wild Magic Mishap table below:
d8 roll
Wild Magic Mishap
1
The magical weave you were attempting violently unravels, spraying threads of magical force in all directions around you. You fail to cast the spell, and all creatures (including you) and unattended objects within a d8 x 5-foot radius suffer force damage equal to 2d8 for each sorcery point spent. Creatures can succeed on a Dexterity saving throw against DC 11 + the spell's level to take half damage.
2
Reality itself ripples around you in a deeply disturbing way. You fail to cast the spell, and each creature (including you) in a d8 x 5-foot radius with an Intelligence of 3 or higher must suceed on an Intelligence saving throw against DC 11 + the spell's level or suffer psychic damage equal to 1d6 for each sorcery point spent, and gain the paralyzed condition until the end of their next turn.
3
A dazzling array of flashing, prismatic light bursts outwards from you. All creatures (including you) in a d8 x 5-foot radius who currently have less than half of their maximum hit points must succeed on a Wisdom saving throw against DC 11 + the spell's level or become blinded until the end of their next turn.
4
The spell fizzles out, and nothing obvious happens but those near you are left with a feeling of impending doom. You fail to cast the spell, and each creature (including you) within a d8 x 5-foot radius must succeed on a Charisma saving throw against DC 11 + the spell's level or fail the next attack roll, ability check, or saving throw they must make.
5
The weave slips away from you, extracting some of your essence as it goes. You fail to cast the spell. If you have any hit dice remaining, you may spend a hit dice to roll it and add your Charisma bonus (minimum 1) to the result. If you do, a prismatic nimbus with a d8 x 5-foot radius flares around you for that many minutes, providing bright light in an ever changing riot of colors. If you do not spend a hit dice in this way, you instead suffer a level of exhaustion.
6
The spell refuses to form properly, and the stuff of raw magic swirls around you briefly before either slipping away or being absorbed by you. You fail to cast the spell, and you must succeed on a Constitution saving throw against DC 11 + the number of sorcery points spent to cast the spell. If you succeed on this saving throw, you regain the spell slot you expended to cast this spell. If you fail the save, you gain the stunned condition until the end of your next turn.
7
You effortlessly cast the spell, but you might have drawn too much raw power in the process. You successfully cast the spell as originally intended, but you must succeed on a Constitution saving throw against DC 11 + the number of sorcery points spent to cast the spell. If you succeed on this saving throw, you regain the sorcery points you spent to cast this spell. If you fail the save, you gain the stunned condition until the start of your next turn.
8
At the last second you managed to put your all into casting the spell, with great effect! Unfortunately you kind of over did it and need some time to recover. You successfully cast the spell, and it is resolved as if you had used a 9th level spell slot to do so. However, you cannot use your Font of Magic or Wild Magic features again until after you have finished a long rest.
Rampant Randomness
Beginning at 14th level, when a creature you can see within 60 feet of you rolls a d20 to make an attack roll, ability check, or saving throw, before the outcome is determined you can use your reaction and spend 1 sorcery point to exchange your Wild Die for that d20. This does not expend a use of your Wildling feature.
Fortune Favors the Random
Beginning at 18th level, when you roll on the Wild Cantrip, Wild Spell List, Wild Spell School, or Wild Magic Mishap tables, you can roll two d8's and choose which one is used to resolve the outcome.

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