Update II: Expanded Wild Magic

Found this here https://dnd5e.wordpress.com/2014/11/15/sorcerer-overview/

Since I have two wild sorceresses in the parties, I thought it’d be nice to touch the wild magic rules a bit too.

Initial plan was simply expanding the options in the initial wild magic surge table but I noticed it will just be making each option more rare and in the end, not adding any value.

Instead, I came up with two changes that affect both the current wild surge and also a new mechanic to the class and to be honest, with the flavor of Draconic option, I think wild needs the change.

Wild Surge change

In player’s handbook, wild surge happens basically when your DM tells you. To be honest, I don’t want that responsibility. Now, I can overrule, but I don’t want it to be on me all the time. If I don’t do it often enough, it feels like taking an option away. If it happens every single time, I feel like I’m stretching it, plus it can slow the game down. Plus, it affects the use of Tides of Chaos, so I don’t feel comfortable with granting or denying extra uses of it. In the end I want it to open pretty often, but randomly.

Solution? Wild sorcerers have a (untapped) chaos level. Each time they cast a spell, they roll a d4. Initially, chaos level is 1. They roll a 1 on d4, they trigger a surge. They don’t, chaos level increases to 2. On their next spell, 1–2 triggers a surge. This can go up to chaos level 4, when it becomes an automatic trigger. When surge happens, chaos level returns to 1. It also reverts to 1 after a long rest. We can find a better name for it later.

Chaos Funnel

Chaos Funnel is a new ability. Basically, every time the sorceress wants to take an action that consumes a spell slot or sorcerer points, they can activate this to tap the power of Chaos to affect reality. Chaos Funnel will remove the cost of an ability (ie not costing a spell slot or sorcery points) at the expense of stability. There will be a guaranteed surge when this is activated and it will use a different table, which is as follows:

Table 1: Chaos Funnel check

Roll a 1d20

1. Permanent change: Str/Dex/Con +1 (roll d6 to determine which)

2. You change into gnome/halfling/human/dwarf/elf/drow/half-elf/half-orc/dragonborn/tiefling/goblin/orc. (roll d12 to determine which)

3. Permanent change: Str/Dex/Con -1 (roll d6 to determine which)

4. You gain the benefits of a long rest

5. You physically become 1d6 years younger, doubled if dwarf, tripled if elf

6. You fall into a coma that is treated as a major injury.

7. You physically become 1d6 years older, doubled if dwarf, tripled if elf

8. Next applicable thing you say or think literally happens (needs to be a wish.)

9. Gain Buff (See table below)

10. You are summoned in front of a powerful presence and you trade a short dialogue. You then return to where you were, but the being takes note of you.

11. Gain Debuff (See table below)

12. All dice rolls for the spell or effect that you use funnel chaos are max value.

13. Summon, under your control (See table below)

14. All dice rolls for the spell or effect that you use funnel chaos are min value.

15. Summon, friendly (See table below)

16. Until the end of combat/for 1 h, you lose the ability to cast spells but your physical stats are increased by+10, no limits.

17. Summon, bothered (See table below)

18. You are petrified into an unbreakable crystal

19. Summon, hostile (See table below)

20. Somewhere in the world, someone decides to give you a treasure hoard 5 levels higher than you, somehow delivered to you by next session

For future tables, spent level is the level of spell you funnel chaos or half the amount of points you spent, ie if you want to cast a level 1 spell for free, your spent level is 1. If you want to use an ability that spends 4 sorcery points, your spent level is 2. You spent level can’t be higher than 8.

Table 2: Buff

Roll d12+Add the spent level (all last until long rest)

2: +4 to a random stat, max 22

3: +5 to a random skill

4: +1 to all rolls

5: You can understand, speak, read and write the first alien language you encounter

6: You can make an INT check to appear anywhere within 30 ft that you can or have seen. This does not provoke an attack of opportunity, but uses an action.

7: +2 Proficiency

8: Reroll 1 dice that you rolled, of your choice, during any time until your first long rest. You decide to use this after you roll but you need to choose second result.

9: Same as above, but for a roll that’s not yours. You have all the decisive power (except using the new roll, which happens automatically)

10–15: The weapon you are holding or the last one you used now also does half the damage you normally do as fire/lightning/cold/thunder/necrotic/holy.

16: Your base movement speed doubles and you are immune to any hostile movement/action restrictive spells.

17: Gain resistance to all damage (half damage). This overwrites any vulnerabilities, doesn’t change resistances or immunities.

18: Every time you draw a weapon for attacking (even if you want to attack from range), you draw a magical vorpal blade. You are proficient, +3 atk and damage, beheads on a 18–20. You keep this until it takes a head or until a long rest.

19: You heal 10 hp per round.

20: For the purpose of calculating your spell power and attack, your main ability modifier is increased by 10.

Table 3: Debuff

Roll d12+Add the spent level (all last until long rest)

2: -4 to a random stat, min 3

3: -5 to a random skill

4: -1 to all rolls

5: When you try to write or speak, it’s gibberish

6: When you try to use a move action in combat, you instead move to a random direction. Roll d12 to decide direction.

7: -2 Proficiency

8: Your next natural 20 have the effect of natural 1.

9: Same as above, except it affects an ally same way or an enemy the other way around.

10–15: The weapon you are holding or the last one you used does 1 damage.

16: Your base movement speed halves and if you use all your movement in a turn, your movement speed is 0 for the next turn (after which it reverts back to half speed).

17: Gain vulnerability to all damage (double damage). This overwrites all other resistances or immunities.

18: Your weapon is a cursed with “berserker”: If you take damage during combat, you physically attack the target closest to you until you get a kill. You can’t let go of the weapon, but you don’t have to carry it in your hands.

19: You can’t be healed or recover hp in any way. This includes your first long rest (after which the effect disappears)

20: For the purpose of calculating your spell power and attack, your main ability modifier is decreased by 10.

Table 4: Summon

Roll d12+Add the spent level

Creatures summoned this way stay in material plane until your long rest or until you dismiss them if they are friendly/under your control. You can’t dismiss a bothered or hostile one. They will decide what they want to do. You will have a window to make a deal with any of them. This deal happens mentally and between the sorcerer and the demon only.

2–3: Dretch (1/4)

4–5: Quasit (1)

6–7: Shadow Demon (4)

8–9: Barlgura (5)

10–11: Chasme (6)

12–13: Vrock (6)

14–15: Hezrou (8)

16–17: Glabrezu (9)

18: Nalfeshnee (13)

19: Marilith (16)

20: Balor (19)

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Ekrem Atamer
Broblins&Crazy - Rules and Other Relative Things

Gamer, gaming industry wanderer, development and design enthusiast. Current WIP: TBD