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mc.yensid
2021-02-04, 09:44 PM
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Each time you cast a sorcerer spell of 1st level or higher, you gain a Wild Die. This die is a d4. When you reach the same number of Wild dice as your spellcasting bonus you immediately enter a Wild Magic Surge, roll your Wild Dice and then a D20 on the Wild Magic Surge table using the Wild Dice total to fuel the magical effect. Some effects may require saving throws, in this case use your Sorcerer spell save DC. Wild surges cannot overlap on the same turn.

Tapping Into Chaos
Starting at 1st level you can manipulate the forces of chance and chaos to gain a modicum of control over the surges of your Wild Magic. As a bonus action you gain a Wild Die and must immediately go into a Wild Magic Surge using the available Wild Dice (even if it’s less than your spellcasting bonus). When you roll on the Wild Magic Surge table you can roll twice and use either number. This regain use of this feature after a long rest.

Bend Luck
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 up to 3 sorcery points affording you 1D4 per a spent point 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 any effects of the roll occur.

Potent surge
At 14th level you learn how to empower your surges. When a fully charged Wild Magic Surge happens add two additional Wild Dice to the rolls.

Spell Bombardment
Beginning at 18th level, 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


1. Your spellcasting or surge has become uncontrollable, exploding immediately. You take your total Wild Dice in force damage.

2. The ground around you shatters and breaks in your given range and is now considered difficult terrain.
1-5 (5ft radius) 6-10 (10ft radius) 11-15 (15ft radius) 16-20 (20ft radius)

3. Wispy flames surround your body. The flames don’t harm you or your possessions, and they shed bright light out to 10 feet and dim light for an additional 10 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes your total Wild Dice in fire damage. This effect ends at the beginning of your next turn.

4. Wild power pulsates from your surge and strikes out in a 20 ft line coming from you. Anyone caught in the line must make a Dexterity saving throw. A creature takes your total Wild Dice in force damage on a failed save and half as much damage on a successful one.

5. Frost spreads along the ground, locking down any creature within your range. At the start of its turn, any creature within range must make a strength saving throw or have its movement reduced to zero. This effect ends at the beginning of your next turn.
1-5 (5ft radius) 6-10 (10ft radius) 11-15 (15ft radius) 16-20 (20ft radius)

6. Your Wild Magic enters your body healing wounds and invigorating you. Regain your total Wild Dice worth of hit points.

7. A rupture of radiant light comes out from you. Any creature that starts its turn within range must make a Constitution saving throw or be blinded. This effect ends at the beginning of your next turn.
1-5 (5ft radius) 6-10 (10ft radius) 11-15 (15ft radius) 16-20 (20ft radius)

8. Your power is too much, add another Wild Die to your collective and reroll on this table.

9. The arcane energy you possess starts to spark dangerously in different colors. You only have a moment to rid yourself of it. At a point within 10 feet that you can see, you create a 5-foot radius explosion. Anyone caught in the explosion must make a Dexterity saving throw. A creature takes your total Wild Dice in force damage on a failed save and half as much damage on a successful one.

10. Water encases you in a translucent orb giving you protection from afar. Subtract the Wild Dice total from any ranged attack made at you during this effect. This effect ends at the beginning of your next turn.

11. Swirling winds lift you, giving you a fly speed equal to your walking speed plus your Wild Dice total. This effect ends at the beginning of your next turn.
1-5 (5ft feet) 6-10 (10ft feet) 11-15 (15ft feet) 16-20 (20ft feet)

12. Power lashes from your surge and strikes out at a single target you choose within 30 feet taking twice your total Wild Dice in force damage. But due to the violent nature of the surge you take force damage equal to the original Wild Dice total.

13. Your magic forms a protective barrier for an ally. Choose a creature within 30 feet that you can see and give them your total Wild Dice in temporary hit points.

14. Dark shadows break fourth and fill any creature within your given range with dread and misery, sapping their will to continue. All creatures in range at the start of their turn must make a charisma saving throw or subtract a D4 from all attack rolls and saving throws. This effect ends at the beginning of your next turn.
1-5 (5ft radius) 6-10 (10ft radius) 11-15 (15ft radius) 16-20 (20ft radius)

15. Your force of will spreads to your allies through your surge. Choose up to six creatures within 30ft. Each of them is granted a die that is decided by your total Wild Dice. They may use the Wild Die to add to an attack roll, ability check, or damage roll. If the die is not expended by the end of the player's turn it disappears.
1-5 (D4) 6-10 (D6) 11-15 (D8) 16-20 (D10)

16. You feel your surge come emanating out in a 15-foot cone coming from you. Anyone caught in the range of the surge must make a Dexterity saving throw. A creature takes your total Wild Dice in force damage on a failed save and half as much damage on a successful one.

17. Raging thunder crashes out of you. Any creature in your given range at the start of their turn must make a constitution saving throw or be pushed 10 feet away. The sound of the blast can be heard from 100 feet away.
1-5 (5ft radius) 6-10 (10ft radius) 11-15 (15ft radius) 16-20 (20ft radius)

18. Your arcane energy sputters inside of you coming out in small bursts as you try and regain control. The number of bursts you create is equal to your collective Wild Dice you're surging with and each burst collides with a creature you can see within 30ft, requiring no attack roll. Each hit deals the number rolled on the Wild Die in force damage. All strike simultaneously and you can direct them to hit one creature or several.

19. Lightning crackles out from you in all directions. Any creature that starts its turn within range must make a Dexterity saving throw or lose their Reaction. This effect ends at the beginning of your next turn.
1-5 (5ft radius) 6-10 (10ft radius) 11-15 (15ft radius) 16-20 (20ft radius)

20. Pulling raw energy from the weave you regain half the total Wild Dice (rounded down) in Sorcery Points up to your maximum.



(please add constructive comments!)

Garfunion
2021-02-05, 02:34 PM
Wild Dice
Starting when you choose this origin at 1st level, when you cast a sorcerer spell of 1st level or higher, you gain a Wild Die. This die is a d4. You can maintain a maximum pool of these dice equal to your proficiency bonus. When this pool of dice reach its maximum, you immediately activate a Wild Magic Surge (no action required).

This pool of dice resets back down to one after completing a short or long rest.


Wild Magic Surge
At 1st level, When you activate a wild magic surge, roll a d12 to determine the effect as seen on the Wild Magic Table below and roll all available Wild Dice to determine the potency of the effect. Activating a wild magic surge reduces your Wild Dice pool to 0.
•Tapping Into Chaos
You can manipulate the forces of chance and chaos to gain a modicum of control over the surges of your Wild Magic. As an action you
can spend a number of sorcery points equal to 1+ all the available Wild Dice you have to activate a Wild Magic Surge.


Bend Luck
Starting at 6th level, you have the ability to twist fate using your Wild Dice. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend and roll a Wild Die, 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 any effects of the roll occur.


Controlled Chaos
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.


Potent surge
At 18th level you learn how to empower your surges. When you reach your maximum Wild Dice pool, and Wild Magic Surge happens add two additional Wild Dice to the roll.
Additionally after completing a short or long rest your Wild Dice pool resets to three instead of one.




Wild Magic Surge Table
Many wild magic surge effects have a listed duration, when you activate a wild magic surge any previous ongoing wild magic surge effect ends.

1. Your magic has become uncontrollable, exploding immediately. You and each creature within 10ft of you take force damage equal to your Wild Dice roll.

2. You release a burst of sonic energy, causing the ground and objects to shatter and break. The ground and non-magical objects that isn’t being worn or carried within 20ft around you take thunder damage equal to your Wild Dice roll and the ground become difficult terrain. Any creature in the area made of inorganic material such as stone, crystal, or metal also take this damage

3. Wispy flames surround your body for 8 hours. The flames don’t harm you or your possessions, and they shed dim light out to 10ft. While the flames are present, when you are hit with an attack, the flames leap towards your attacker dealing fire damage equal to your Wild Dice roll and then the flames disappear.

4. Your Wild Magic enters your body healing wounds and invigorating you. You regain an amount of hit points equal to your Wild Dice roll.

5. A veil of watery mist surrounds you, granting you a +2 to your AC and ranged attacks made against your have disadvantage. This effect last for a number of rounds equal to your Wild Dice roll.

6. Swirling winds lift you, giving you a fly speed of 10ft. This effect last for a number of minutes equal to your Wild Dice roll.
7. You loose the ability to make any sound from your body, however you may ignore the verbal and somatic components of any sorcerer spell you cast. This effect last for a number of hours equal to your Wild Dice roll.

8. A loud horn sound emanates out from your ears or mouth that can be heard up to a mile away for 1 round, creating a 20-foot-radius sphere of smoke centered on you. The sphere spreads around corners, and its area is heavily obscured. The smoke lasts for a number of minutes equal to your Wild Dice roll or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

9. Your arcane energy sputters inside of you, coming out in small bursts as you try and regain control. The number of bursts you create is equal half your Wild Dice roll (round down). Each burst hits a creature of your choice that you can see within 20ft. A burst deals 1d4 force damage to its target. The bursts all strike simultaneously, and you can direct them to hit one creature or several.

10. Lightning crackles out from you in all directions. Any creature that starts its turn within 10ft of you lose their Reaction. This effect last for a number rounds equal to your Wild Dice roll.

11. Roll again on the wild magic surge table. If the result of that roll lands on this surge effect again, you may pick any surge effect of your choice. Additionally as part
1. You grow a long beard of feathers.
2. Your skin turns a vibrant shade of
blue.
3. Pink bubble float out of your mouth
when you talk.
4. Your hair falls out but grows back
at the end of the duration.
5. Illusory butterflies and flower petals
flutter in the air within 10 feet of you.
6. You are surrounded by faint, ethereal
music

12. Pulling raw energy from the weave, you regain Sorcery Points equal to the number of Wild Dice you rolled, up to your maximum sorcery point pool.

Shpadoinkle
2021-02-05, 04:00 PM
I don't for the life of me understand why people love wild magic so much. It's more likely to screw you over than anything. What's the appeal?

Garfunion
2021-02-05, 04:07 PM
I don't for the life of me understand why people love wild magic so much. It's more likely to screw you over than anything. What's the appeal?
Because it can be funny as well.

Shpadoinkle
2021-02-07, 07:36 AM
Because it can be funny as well.

I don't see how dying or getting screwed over in an extremely stupid and completely avoidable way is funny.

mc.yensid
2021-02-07, 10:13 AM
Thank you for commenting! I believe in my heart most people don't play with the outright intention of screwing over there party. I do think that people like the story of "I have trouble controlling my powers" that why I have included many ways to get out of harming your allies. Folks who read this please keep commenting mechanics balance is extra appreciated

mc.yensid
2021-02-07, 02:51 PM
These are my suggestions so far.

Wild Dice
Starting when you choose this origin at 1st level, when you cast a sorcerer spell of 1st level or higher, you gain a Wild Die. This die is a d4. You can maintain a maximum pool of these dice equal to your proficiency bonus. When this pool of dice reach its maximum, you immediately activate a Wild Magic Surge (no action required).

This pool of dice resets back down to one after completing a short or long rest.


Wild Magic Surge
At 1st level, When you activate a wild magic surge, roll a d20 to determine the effect as seen on the Wild Magic Table below and roll all available Wild Dice to determine the potency of the effect. When you activate a wild magic surge any previous wild magic surge effect ends. Activating a wild magic surge reduces your Wild Dice pool to 0.
•Tapping Into Chaos
You can manipulate the forces of chance
and chaos to gain a modicum of control over
the surges of your Wild Magic. As an action
you can spend a number of sorcery points
equal to 1+ all the available Wild Dice you
have to activate a Wild Magic Surge.

Bend Luck
Starting at 6th level, you have the ability to twist fate using your Wild Dice. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend and roll a Wild Die, 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 any effects of the roll occur.

Controlled Chaos
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.

Potent surge
At 18th level you learn how to empower your surges. When you reach your maximum Wild Dice pool, and Wild Magic Surge happens add two additional Wild Dice to the roll.
Additionally after completing a short or long rest your Wild Dice pool resets to three instead of one.

These are great suggestions! Thank you so very much

Garfunion
2021-02-07, 07:23 PM
These are great suggestions! Thank you so very much
I’m still looking into your Wild surge table. I want to reduce it down to 12 options.

Garfunion
2021-02-09, 11:13 AM
I’ve made changes to my initial post and added a new wild magic table. I’m still working on the wording for number 11, to add some whimsical-ness to a Wild Magic surge.