Wild Magic Surge. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. The first time you cast a sorcerer spell of 1st level or higher on your turn role a d10. If the result is less then or equal to the level of the spell used, roll a d20 on a 20, 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 or material components, it doesn't require concentration or materiel components in this case; the spell lasts for its full duration. Tides of Chaos. 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. Once you do so, you must finish a long rest before you can use this feature again. Any time you roll on the Wild Magic Surge table you then regain the use of this feature. Bend Luck. Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, 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. You can do so after the creature rolls but before any effects of the roll occur. Controlled Chaos. At 14th level, 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. Spell Bombardment. Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage 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. You can use the feature only once per turn.
Level | Abilities |
---|---|
1 | Wild Magic Surge, Tides of Chaos |
6 | Bend Luck |
14 | Controlled Chaos |
18 | Spell Bombardment |