Difference between revisions of "Wild Magic (5A)"

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|| '''Sorcerer<br>Level''' ||valign="bottom" | '''Spells'''  
 
|| '''Sorcerer<br>Level''' ||valign="bottom" | '''Spells'''  
 
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| valign=top | 1 ||valign="top"| Chromatic Orb, <br> Fog Cloud
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| valign=top | 1 ||valign="top"| Chaos Bolt, <br> Fog Cloud
 
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| valign=top | 3 ||valign="top"| Cloud of Daggers, <br> Dust Devil
 
| valign=top | 3 ||valign="top"| Cloud of Daggers, <br> Dust Devil

Revision as of 09:04, 13 September 2021

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Wild Magic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.

  • Bend Luck When you cast a 1st level or higher spell, you can roll on the Wild Magic Surge table and regain the use of Bend Luck. Agency moved from DM to player.
  • A Wild Magic Surge can never inflict more dice of damage than your level. Saving the lives of low-level parties.
Wild Magic Spells
Sorcerer
Level
Spells
1 Chaos Bolt,
Fog Cloud
3 Cloud of Daggers,
Dust Devil
5 Blink,
Tiny Servant
7 Fabricate,
Polymorph
9 Animate Objects,
Mislead