Wild Magic

This subclass re-balances and re-envisions the “core” wild magic sorcerous origin.

Wild Magic Trigger

1st-level Wild Magic Remastered feature

Your spellcasting can unleash surges of untamed magic.

Each time you cast a sorcerer spell of 1st level or higher, roll a d20 immediately after. This is called a Wild Magic Trigger roll. If you roll a 1 on the die, roll on the Wild Magic Surge table (1d100) to create a magical effect. If the 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.

You can find the Wild Magic Surge table here.

Tides of Chaos

1st-level Wild Magic Remastered feature

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You then have disadvantage on your Wild Magic Trigger rolls until you regain the use of this feature. Once you have used this feature, you must finish a long rest or create a Wild Magic Surge effect before you can use it again. Any time before you regain the use of this feature, the GM can have you 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 this feature.

Bend Luck

6th-level Wild Magic Remastered feature

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 2 sorcery points to roll 1d8 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 you know whether the roll succeeds or fails.

At 14th level, the die for this feature increases to 1d12.

Controlled Chaos

14th-level Wild Magic Remastered feature

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 (your choice).

Spell Bombardment

18th-level Wild Magic Remastered feature

As you master your sorcerous powers, 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.

Section 15: Copyright Notice

Tasha's Crucible of Everything Else Copyright 2021 QLGames Author: Andrew Welker

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