JumboWheat01
2016-01-20, 10:03 PM
So I'm trying my hand at this homebrewing thing.
After playing it a lot in Baldur's Gate Enhanced Edition (an awesome game,) I've come to love the randomness of the Wild Mage while still having all the normal features of a Wizard. Sure, there's the Wild Magic origin for sorcerers, but that's for innate casters. People can study chaos too. So I tried to design it up an Arcane Tradition for Wizards following their normal tradition patterns, while not being perfectly identical to a Wild Magic Sorcerer.
Wild Magic
A wizard who studies the chaotic tendencies of the Weave is known as a Wild Mage. While usually the domain of sorcerers, you have become capable of tapping into it, letting loose barely contained bursts of arcane magics upon the very world. Wild Mages are generally frowned upon by other, more studious and orderly Wizards, as a Wild Mage rarely shows the control and mastery that a Wizard should have.
Chaotic Studies
Beginning when you select this path at 2nd level, roll a d4 whenever you are copying a spell into your spellbook. On a 1 or 2, you spend half the time and gold copying the spell. On a 3 or 4, you spend twice the time and gold copying it instead.
Wild Surge
Starting at 2nd level, your spellcasting can unleash surges of chaotic magic. Whenever you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Sorcerer's Wild Magic Surge table to create the random effect. On a roll of 99-00, you regain your highest level expended spell slot instead of all sorcerery points, unless you happen to have sorcerery points through multi-classing.
Forced Chaos
Starting at 6th level, you can use your action to force a Wild Magic Surge roll without having to cast a spell. You can't do so again until you finish a long rest, though you can still trigger a Wild Magic Surge through normal spell casting.
Continual Chaos
Starting at 10th level, your Forced Chaos feature is usuable after a short rest as well as a long rest. In addition, you now roll for a Wild Magic Surge on a 1 or a 2 whenever your DM has you roll for a Wild Magic Surge.
Shared Chaos
Starting at 14th level, you can use your bonus action to designate another creature as the focal point for your Wild Magic Surges. Whenever a Wild Magic Surge happens that would affect you, it instead affects the target. The target can accept the affect or make a Intelligence saving throw against your spell save DC. On a failed save, they are affected by the Wild Magic Surge, on a successful save, you are subject to it like normal.
Thoughts on this? And please be gentle, I'm extremely new to this kind of thing. I usually never do something that's not in a hard copy like the PHB.
After playing it a lot in Baldur's Gate Enhanced Edition (an awesome game,) I've come to love the randomness of the Wild Mage while still having all the normal features of a Wizard. Sure, there's the Wild Magic origin for sorcerers, but that's for innate casters. People can study chaos too. So I tried to design it up an Arcane Tradition for Wizards following their normal tradition patterns, while not being perfectly identical to a Wild Magic Sorcerer.
Wild Magic
A wizard who studies the chaotic tendencies of the Weave is known as a Wild Mage. While usually the domain of sorcerers, you have become capable of tapping into it, letting loose barely contained bursts of arcane magics upon the very world. Wild Mages are generally frowned upon by other, more studious and orderly Wizards, as a Wild Mage rarely shows the control and mastery that a Wizard should have.
Chaotic Studies
Beginning when you select this path at 2nd level, roll a d4 whenever you are copying a spell into your spellbook. On a 1 or 2, you spend half the time and gold copying the spell. On a 3 or 4, you spend twice the time and gold copying it instead.
Wild Surge
Starting at 2nd level, your spellcasting can unleash surges of chaotic magic. Whenever you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Sorcerer's Wild Magic Surge table to create the random effect. On a roll of 99-00, you regain your highest level expended spell slot instead of all sorcerery points, unless you happen to have sorcerery points through multi-classing.
Forced Chaos
Starting at 6th level, you can use your action to force a Wild Magic Surge roll without having to cast a spell. You can't do so again until you finish a long rest, though you can still trigger a Wild Magic Surge through normal spell casting.
Continual Chaos
Starting at 10th level, your Forced Chaos feature is usuable after a short rest as well as a long rest. In addition, you now roll for a Wild Magic Surge on a 1 or a 2 whenever your DM has you roll for a Wild Magic Surge.
Shared Chaos
Starting at 14th level, you can use your bonus action to designate another creature as the focal point for your Wild Magic Surges. Whenever a Wild Magic Surge happens that would affect you, it instead affects the target. The target can accept the affect or make a Intelligence saving throw against your spell save DC. On a failed save, they are affected by the Wild Magic Surge, on a successful save, you are subject to it like normal.
Thoughts on this? And please be gentle, I'm extremely new to this kind of thing. I usually never do something that's not in a hard copy like the PHB.