Sorcerer: Wild Sorcery

Wild Magic

1st-level Wild Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Storm Magic 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 an evocation spell from the sorcerer, warlock, or wizard spell list.

Table: Wild Magic

Sorcerer LevelSpells
1stchaos bolt, find familiar, prestidigitation
3rdmagic aura, magic mouth
5thelemental weapon, tiny servant
7thelemental bane, mirage arcane
9thcircle of power, borrowed knowledge

Wild Magic Surge

1st-level Wild Sorcery feature
Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a spell of 1st level or higher. If you roll a number less than or equal to the level of the spell, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

1st-level Wild Sorcery feature
You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, you can choose to roll on the Wild Magic Surge table immediately after you cast a spell of 1st level or higher instead of rolling a d20 to determine if a Wild Magic Surge happens. You then regain the use of this feature.

Bend Luck

6th-level Wild Sorcery feature
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 1 mana to roll 1d4 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.

Controlled Chaos

14th-level Wild Sorcery feature
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.

Wild Bombardment

18-level Wild Sorcery feature
Immediately after you cast a spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table, provided the effect casts a spell or restores hit points or mana. Once you use this feature, you can't do so again until you finish 1d4 Long Rests.