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D&D 5e class changes: Difference between revisions

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1,256 bytes removed ,  10 September 2023
(Down to wild magic sorcerer for the copy editing/nicefy pass)
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**Tides of Chaos recharges on a Short Rest, but does not refresh when a wild magic surge triggers.
**Tides of Chaos recharges on a Short Rest, but does not refresh when a wild magic surge triggers.
*The Wild Magic Surge table has changed to the following:
*The Wild Magic Surge table has changed to the following:
{{:Wild Magic table (Sorcerer)}}


*[[File:Wild Magic Blur Icon.png|frameless|upright=0.1]] [[Wild Magic: Blur]]
===={{Class|Storm Sorcery}}====
*[[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.1]] [[Wild Magic: Enchant Weapons]]
*[[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.1]] [[Wild Magic: Explosive Healing]]
*[[File:Wild Magic Fog Icon.png|frameless|upright=0.1]] [[Wild Magic: Fog]]
*[[File:Wild Magic Summon Mephit Icon.png|frameless|upright=0.1]] [[Wild Magic: Summon Mephit]]
* [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]]
*[[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]]
*Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
* Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes {{DamageText|1d6|Fire}} damage per turn for 5 turns.
**This is more potent than other sources of [[Conditions#Burning|Burning]], lasting longer and dealing 1d6 damage instead of 1d4.
*Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores [[Sorcerer#Level 2|Sorcery Points]] equal to its [[Spells#Spell Slots|Spell Slot]] level.
*Wild Magic: Water - Spawn a water puddle around caster.
 
====[[Storm Sorcery]] Origin====
*Tempestuous Magic fly speed is 30 feet instead of 10.
*Tempestuous Magic fly speed is 30 feet instead of 10.
*Storm Spells is new.
*Storm Spells is new.

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