Homebrew:Wild Magic (Remastered)
(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.