Homebrew:Wild Magic (Remastered): Difference between revisions

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{{base class|sorcerer|blockquotestyle=width:100%}}
{{base class|sorcerer|blockquotestyle=width:100%}}
Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.
This subclass rebalances and reenvisions the Wild Magic Sorcerous Origin found in the ''Player’s Handbook''.


Any number of factors can bestow this gift upon a creature. Known spellslingers often cite events such as the following for their gifts: surviving a magical cataclysm, a blessing of a powerful fey monarch, an ancestor’s bargain with an otherworldly being, or sheer dumb luck.
<blockquote><h3>Why These Changes?</h3>
<h4>''A Note from the Designer''</h4>
The original Wild Magic sorcerer, found in the ''Player’s Handbook'', has an excellent narrative appeal. A creature of pure, unfiltered magic, you can bend reality and probability in your favor, with the risk of your natural magic going wildly out of control. Veteran players generally agree it has significantly weaker mechanics than its ''Player’s Handbook'' counterpart, the Draconic Bloodline sorcerer.


== Natural Focus ==
At 1st level, the Wild Magic sorcerer can grant itself advantage on one ability check, attack roll, or saving throw each day. At the DM’s discretion, it can use this feature additional times at the cost of a spell going wildly out of control. At the DM’s discretion, there is a 5% chance the Wild Magic sorcerer’s spells go wildly out of control anyways.
''1st-level {{PAGENAME}} feature''


You are a natural spellcasting focus. You can ignore the material components of your sorcerer spells, if those material components lack a cost and aren’t consumed by the spell. You must still have a free hand to perform the somatic components of spells.
At the same level, the Draconic Sorcerer is essentially always under the effects of ''[[spell:mage-armor|mage armor]]'', a 1st-level spell, and has about a 10% to 28% increase in hit points, depending on the character’s level and Constitution score.


== Quickdraw ==
The Draconic Sorcerer’s traits are much, much stronger.
''1st-level {{PAGENAME}} feature''


When you roll initiative, you can use your reaction to cast a cantrip that normally has a casting time of 1 action.
One of the most common complaints about the Wild Magic sorcerer is that it has an excellent narrative, but much weaker mechanics than its counterparts, and that its relies heavily on having a highly skilled Dungeon Master. That’s a lot of pressure for a DM! This remastered version aims to ameliorate these problems in the following ways:


== Slings ==
* Rephrase the Wild Magic Surge feature as a Wild Magic Trigger feature to reduce confusion about when you should roll 1d20 or 1d100.
''6th-level {{PAGENAME}} feature''
* Restructure the Wild Magic Surge and Tides of Chaos features so they don’t have to rely so heavily on the Dungeon Master. Now you always have a 5% chance of a spell going wildly out of control, not a 5% chance only at the DM’s discretion. After you’ve used your Tides of Chaos feature, this chance increases to 10%, but the DM can still indicate your magic goes wildly out of control anyways.
* Increase the power of the Bend Luck feature to be more comparable to the Divine Soul sorcerer’s Favored By The Gods feature and bards’ Bardic Inspiration feature.
* Other minor balance adjustments to further pursue the ‘risk vs. reward’ narrative and design philosophy.</blockquote>


You have the unique ability to twist your magic in ways no other sorcerer can. These are called Slings, and many enhance or modify your spells in some way. You gain two of the following Slings of your choice and an additional one at 14th level. When you gain Metamagic options at 10th and 17th levels, you can choose from either the Metamagic list or Sling list.
== Wild Magic Trigger ==
''1st-level {{PAGENAME}} feature''


You can use only one Sling or Metamagic option on a spell when you cast it, unless otherwise noted.
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.


=== Cautious Caster ===
You can find the Wild Magic Surge table in the original
As a reaction when you make a saving throw, you can expend 1 sorcery point to roll 1d4 and add the number rolled to your result.
Wild Magic Sorcerous Origin in the ''Player’s Handbook''.


=== Cover Shooter ===
== Tides of Chaos ==
When you make a ranged spell attack roll, you can expend 1 sorcery point to gain advantage on the roll. You must have half or three-quarters cover from the target when you cast the spell to use this Sling.
''1st-level {{PAGENAME}} feature''


=== Distracting Spell ===
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.
When you cast a spell that targets one creature, you can spend 1 sorcery point as a bonus action to distract the target. The next attack roll made against the creature before the start of your next turn is made with advantage.


=== Extra Careful Spell ===
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.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s entire force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw, and takes no damage if it would normally take half damage on a successful save.


If you know the Careful Spell Metamagic option when you take this Sling, you can replace that option with a different Metamagic option. You can’t replace it with a Sling.
Any time before you regain the use of this feature, the DM 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.


=== Piercing Spell ===
== Bend Luck ==
When you cast a spell that targets one creature and uses an attack roll, you can spend 1 to 5 sorcery points to deal additional piercing damage. Your spell attack deals an additional 1d8 piercing damage for each point expended. You must choose to add this damage before making your attack roll. If the spell requires you to make multiple attack rolls, this benefit only applies to one of those attacks.
''6th-level {{PAGENAME}} feature''
 
=== Moving Spell ===
When you hit a creature with a spell attack roll, you can expend 1 sorcery point to force that creature to succeed on a Strength saving throw or else be pushed up to 10 feet in a horizontal direction of your choice.
 
=== Quick Feet ===
You can spend 1 sorcery point to take the Dash, Disengage, or Dodge action as a bonus action.


=== Shootout ===
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.
When a creature misses you with a ranged attack, you can spend 2 sorcery points as a reaction to make a ranged spell attack with a cantrip against the attacker. This cantrip must normally have a casting time of 1 action.


=== Switcharoo ===
At 14th level, the die for this feature increases to 1d12.
Immediately before or after you use an action to cast a spell of 1st level or higher, you can use a bonus action to spend 2 sorcery points to magically trade places with a willing creature within 30 feet that you can see.


== Fancy Feet ==
== Controlled Chaos ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You gain proficiency in Dexterity saving throws.
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).


== Metamagician ==
== Spell Bombardment ==
''18th-level {{PAGENAME}} feature''
''18th-level {{PAGENAME}} feature''


Whenever you finish a long rest, you can exchange one of your Metamagic options or Slings for a different Metamagic option or Sling of your choice.
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.


[[category:homebrew sorcerer subclasses]]
[[category:homebrew sorcerer subclasses]]

Revision as of 06:09, 13 November 2023

(OOC: This is an implementation of the Spellslinger subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Sorcerer

This subclass rebalances and reenvisions the Wild Magic Sorcerous Origin found in the Player’s Handbook.

Why These Changes?

A Note from the Designer

The original Wild Magic sorcerer, found in the Player’s Handbook, has an excellent narrative appeal. A creature of pure, unfiltered magic, you can bend reality and probability in your favor, with the risk of your natural magic going wildly out of control. Veteran players generally agree it has significantly weaker mechanics than its Player’s Handbook counterpart, the Draconic Bloodline sorcerer.

At 1st level, the Wild Magic sorcerer can grant itself advantage on one ability check, attack roll, or saving throw each day. At the DM’s discretion, it can use this feature additional times at the cost of a spell going wildly out of control. At the DM’s discretion, there is a 5% chance the Wild Magic sorcerer’s spells go wildly out of control anyways.

At the same level, the Draconic Sorcerer is essentially always under the effects of mage armor, a 1st-level spell, and has about a 10% to 28% increase in hit points, depending on the character’s level and Constitution score.

The Draconic Sorcerer’s traits are much, much stronger.

One of the most common complaints about the Wild Magic sorcerer is that it has an excellent narrative, but much weaker mechanics than its counterparts, and that its relies heavily on having a highly skilled Dungeon Master. That’s a lot of pressure for a DM! This remastered version aims to ameliorate these problems in the following ways:

  • Rephrase the Wild Magic Surge feature as a Wild Magic Trigger feature to reduce confusion about when you should roll 1d20 or 1d100.
  • Restructure the Wild Magic Surge and Tides of Chaos features so they don’t have to rely so heavily on the Dungeon Master. Now you always have a 5% chance of a spell going wildly out of control, not a 5% chance only at the DM’s discretion. After you’ve used your Tides of Chaos feature, this chance increases to 10%, but the DM can still indicate your magic goes wildly out of control anyways.
  • Increase the power of the Bend Luck feature to be more comparable to the Divine Soul sorcerer’s Favored By The Gods feature and bards’ Bardic Inspiration feature.
  • Other minor balance adjustments to further pursue the ‘risk vs. reward’ narrative and design philosophy.

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 in the original Wild Magic Sorcerous Origin in the Player’s Handbook.

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 DM 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.