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{{ | {{hatnote|For the Barbarian subclass, see [[Wild Magic (Barbarian subclass)]]. For the Sorcerer subclass, see [[Wild Magic (Sorcerer subclass)]].}} | ||
|image = Wild Magic | {{Passive feature page | ||
|summary = '''Wild Magic''' is a | |image = Wild Magic passive feature.webp | ||
|icon = Wild Magic passive feature Icon.webp | |||
|name = Wild Magic | |||
|summary = '''Wild Magic''' is a passive feature that triggers a random magical effect sometimes when you cast a Level 1 or higher Spell. To trigger the effect, a 20 needs to be rolled on a {{D20}} (i.e., 5% chance). | |||
|description = Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect. | |description = Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect. | ||
{{:Wild Magic table (Sorcerer)}} | {{:Wild Magic table (Sorcerer)}} | ||
|notes = *A | |notes = *A {{D20}} is rolled each time you cast a leveled spell. If the result is 20, then a Wild Magic Surge is triggered (i.e., 5% chance). | ||
|class learns at level 1 = Wild Magic | |class learns at level 1 = Wild Magic Sorcerer | ||
}} | }} |
Latest revision as of 22:57, 30 March 2024
For the Barbarian subclass, see Wild Magic (Barbarian subclass). For the Sorcerer subclass, see Wild Magic (Sorcerer subclass).
Wild Magic is a passive feature that triggers a random magical effect sometimes when you cast a Level 1 or higher Spell. To trigger the effect, a 20 needs to be rolled on a d20 (i.e., 5% chance).
Description
Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect.
Effect | Description |
---|---|
At the start of each turn, trigger a random magical effect. | |
Each creature and item within ![]() ![]() | |
Until the end of your next turn, you can use a bonus action to teleport up to ![]() | |
Enchant the weapon of each creature within ![]() ![]() | |
Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | |
Create a cloud of fog around yourself. Creatures within are Heavily Obscured and . | |
Each creature within ![]() | |
When you hit a target with a spell, heal all creatures within ![]() ![]() | |
Summon a hostile mephit. | |
Swap positions with a target each time you cast a spell or cantrip. | |
You gain an additional action this turn. | |
You can | until the end of the turn.|
![]() | |
Able to lift and throw objects and creatures with your mind until the end of your turn. | |
Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved. | |
Each creature within ![]() | |
You are transformed into a beast. | |
Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
You are . | |
Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4![]() ![]() | |
Create a vine surface around yourself, slowing down creatures, possibly | them.|
Gain the ability to comprehend and communicate with beasts. | |
Each creature within ![]() |
How to learn
Classes:
- Class level 1: Wild Magic Sorcerer
Notes
- A
d20 is rolled each time you cast a leveled spell. If the result is 20, then a Wild Magic Surge is triggered (i.e., 5% chance).