See also: For the Barbarian version, see Wild Magic (barbarian subclass).
Wild Magic is one of the Subclasses of Sorcerer. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain Advantage on rolls, in exchange for their magic becoming more erratic and surging more often.
Subclass features[edit | edit source]
Level 1
- 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 magical effect.
- Activate to gain
Advantage on your next
Attack roll,
Ability check, or
Saving throw. Increased chance of surge afterwards.
Level 6
)
(2 - Give a target a 1d4 bonus or penalty to
Ability checks. You can also apply this bonus or penalty to a target's
Attack roll or
Saving throw as a
Reaction.
Level 11
)
(- Induce a Wild Magic Surge Effect on a nearby spellcaster casting a Spell.
Wild Magic Surge effects[edit | edit source]
Effect | Min Level | Description |
---|---|---|
1 | You gain an additional action this turn. | |
1 | Each creature within ![]() | |
2 | Each creature and item within ![]() | |
10 | Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
2 | Each creature within ![]() | |
1 | Enchant the weapon of each creature within ![]() | |
2 | Each creature within ![]() | |
2 | Create a vine surface around yourself, slowing down creatures, possibly | them.|
1 | When you hit a target with a spell, heal all creatures within ![]() | |
2 | You can | until the end of the turn.|
1 | Create a cloud of fog around yourself. Creatures within are Heavily Obscured and . | |
2 | You are transformed into a beast. | |
2 | 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. | |
2 | ![]() | |
2 | You are | .|
2 | Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | |
2 | Gain the ability to comprehend and communicate with beasts. | |
2 | Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4 for every ![]() | |
1 | Summon a hostile mephit. | |
1 | Swap positions with a target each time you cast a spell or cantrip. | |
2 | Able to lift and throw objects and creatures with your mind until the end of your turn. | |
1 | Until the end of your next turn, you can use a bonus action to teleport up to ![]() | |
2 | At the start of each turn, trigger a new random magical effect. |
External links[edit | edit source]
Wild mage on the Forgotten Realms Wiki