A wildmage is a sorcerer that is either untrained, completely intuited, or has by some manner remained untamed and untrained well into their powers maturity. As such they have more raw magical power to contend with, but are prone to invoking chaotic powers, accidents, or wild magic.
Starting from 5th sorcerer level, whenever you cast a 1st level spell or higher, you must roll a d100 and trigger a wild magic effect, if applicable. Wild magic effects whose conditions cannot be met merely fizzle. The wild magic effect triggers before the spell is cast.
BLOOD - Either double a spells existing HP cost component, or add a 1d6 HP cost component. Double range and duration of spell.
CLEANSE - If the spell deals acid or poison damage, one of them becomes healing instead.
INTERLOPER - If the spell has a range of self or touch, it targets a random creature within 100ft instead(subject to GM)
SOUL BOOM - If the spell is targeted as a cone or ray effect, cast it as a sphere around yourself instead, with a diameter equal to the spells range. This does not target yourself.
DEEP CAST - When casting the spell, the cast duration is increased by one category (bonus action > action > action + bonus action > full round action > two full round actions) you can choose to stop casting. The spell's durations are tripled.
SLIGHT MISCAST - Either roll a d8(d6 for hex) die to retarget an adjacent tile when targeting a point, choose an adjacent creature or object when targeting a creature or object with touch or attacks, or a nearby valid creature within range when targeting a creature within range.
HEAL - Every creature, living thing, elemental, and construct within 40ft of you is healed for 1d3 HP.
HATRED - If this spell kills a creature, you gain an extra attack for the next minute, restore 1 rest dice, and for the next minute shift two points from intelligence to strength.
TRANSMUTE - Roll 1d10 and rotate the spells damage and effects by that much ( healing > necrotic > poison > lightning > piercing > cold > sonic > bludgeoning > force > fire > radiant > healing…)
DUPLICATE - If the spell creates an object, construct, or creature, create another. If the spell has a range of touch, you can target an additional target with it. If the spell is a ray effect, you can create another ray. You take 1d8 psychic damage.
SLIPSTREAM - Transport yourself to a random stable location within 40ft(subject to GM.)
CLARITY - Swap one sense for another from this list (sight, hearing + echosight, darkvision, keen scent, tremmorsense, aurasight) for 1d20 minutes.
SACRIFICE - You must make a death save. The spell is upcast by one level. If it kills you, roll for another wild magic effect.
SUPERSTRUCTURE - If you are standing in or adjacent to a magic circle, portal, planar gate, layline, fae circle, elder glyph, or similar (subject to GM) object, either activate it or grant it a spark of life (Subject to GM.)
OVERFLOW - deal 1d4 lightning damage to creatures within 30ft. Double it for creatures submerged in water, and double it for creatures wearing metal. Also deal 2d6 damage to random tiles within 20ft(subject to GM.)
SWAP - You and a target of the spell(subject to GM.) are swapped with one another after the spell is cast.
PHANTOM ECHO - The spell fizzles. An illusory copy of you appears there a round later and casts another spell you know at the fizzled spells cast level.
CENSURE - the caster or a target of the spell is chosen. Roll a d3 and apply to the chosen creature or tile:
Target becomes invisible for 1 minute or until it directly deals damage.
Nonmagical writing, seals of ownership, and low magic writing(lvl 2 or lower) is erased from the target tile or creature.
Targets name is erased from records in 1 mile vicinity.
WISP - a 1HP 20 AC wisp is created at a random point adjacent to the caster. It gives off a color of the GMs choosing and has a goal of its own. It is not hostile to the caster.
Criticality - for each d20 involved in the spell cast, flip a coin, treating the d20 as a nat 1 or nat 20 instead, accordingly.
Universality - If the spell deals no damage, increase its range or area by 2 size categories (5ft > 30ft > 500ft > 1mile > 10 miles > global)
GHOSTLY - The closest target of the spell, or the caster otherwise, becomes ethereal for 1d4 rounds.
MIDNIGHT - Mundane lights and small fire and torches within 50ft are extinguished, and other lightsources are suppressed for 3d4 rounds. The area is subject to minor darkness, having its light reduced by 1 category. Conjuration spells within the area are upcast by 1 level for the duration of the effect. You suffer 1d6 psychic damage.
BINDING - One creature withing 100ft makes a dc 15 wisdom saves. On a success move to next creature. The creature that fails becomes paralyzed for 2d4 rounds.
SOLAR - Fires, lights, powered machines, and arcane artifacts within 40ft are boosted for 3d4 rounds. The area has its brightness boosted for 1 hour and blinds creatures with aurasight. For the duration, healing in the area is increased by 1HP.
STORM - The sky above worsens by 1 condition for the next 3d4 minutes (clear > cloudy > rainstorm > thunderstorm > hurricane) and for the duration of the storm(if any) lightning damage in the undercast area is increased by 1.
EQUINOX - an aurora appears above you in the sky. It lasts 1d3 minutes. For the duration, in a one mile radius, all people and creatures can speak one language of your choice.
DIREFROST - the area in a 80ft radius freezes, taking 1d3 cold damage and freezing liquids into a brittle but solid state.
FAEMOX - Roll 1d4. Based on the result, all adjacent tiles sprout one of the corresponding, if possible: crone grass, elderlychen, red rot, sorcentines. If a corpse is present within those tiles, a further 4d6 adjacent tiles sprout the fungi.
FORCE - all creatures within 30 ft are pushed back 1d3 * 5ft, away from the caster.
SMITH - a random item (weapon, tool, wand, scroll, armor, or shield) within 40 ft gains one of the following, based on a 1d3 roll:
A -1d3 penalty for 1d4 hours.
A 1d4 - 1 bonus for 1d4 hours.
A permanent 1d6 -4 bonus/penalty.
SHIELD - you and the targets of the spell gain 2d10 arcane health.
FORTUNE - create a 20ft area around creature, point, or object which lasts for 2d4 minutes. For the duration, you can force a reroll on any d20 roll made by a creature within the affected area, once per roll. You gain advantage on saves while in the area. If a crystal is chosen as the target object, it is instead enchanted with the ability to launch a 60ft range 1d4+1 force damage bolt as an action, which always hits but has a DC 16 block check.
ORDER - All criminal, outlaw, or banished creatures within 500ft have their bounty displayed as an ethereal nametag or rune above their forehead. Lasts 6d20 minutes.
LIGHTNESS - enchant the 20ft area around you for the next 30 minutes. Creatures and objects with that point are reduced to half their weight and have their jump, standing jump, blink, and dash distances doubled.
AWARENESS - you become aware of all creatures, open spaces, and hidden locations within 100ft for 1d4 rounds. You are otherwise disoriented for the duration.
BLINK - You may relocate and blink to a space of your choosing that you are aware of, which must be within 200ft.
NULL - If the spell deals cold damage, it also makes the targets make a wisdom save, dispelling their highest level spell effect on a success and repeating the effect. If the spell applies stun or paralyzis, double the duration.
PHOENIX - If the spell deals fire damage, it now deals radiant damage. If it applies on fire, the on fire condition cannot be removed except by means of dispelling magic.
ARCANE ERROR - roll 1d3 and rotate the spells range/targets by that value (self or touch > 30ft cone or 50ft ray, cone or ray > 1 target within range per 3 covered tiles, target within range > 30ft sphere within 80ft, point target effect > self or touch.) Global becomes planar(subject to GM.)
MINDWALK - You and a random spell target can have a 4 round long conversation in the span of casting the spell, telepathically.
TRUTH - manifest a pearl in your palm as you cast the spell. It can be thrown and shattered in a 10ft sphere, or crushed and blown in a 10ft cone as a powder. The space exposed to its dust demanifests and interferes with illusions and illusion and enchantment magic, including yours.
STASIS - the tiles the caster occupies become frozen in time for the next 1d3(1d4-1 rounds, 1d10 minutes, 1d12 hours.) the caster and frozen creatures are impervious to outside effects for the duration.
VITALITY - you regain 1d12 + 3 HP. You restore up to one missing limb, but in doing so take 1d3 damage to fatigue.
NECROSIS - Take 1d12 necrotic damage. If you are undead, instead heal 1d8 health. If this kills you, you can attempt a DC 20 arcana check to become undead yourself (subject to GM.)
AURA - You gain a 20ft aura for 1 minute. Roll 1d4 to determine what it grants:
+1 to d20 rolls for allies.
-1 to saves, block checks, and attacks for enemies.
All creatures can hear your thoughts.
Teleportation and blink effects dont work within the aura.
ACCELERATION - A random creature within 30 ft becomes hasted, gaining an extra action or move action each turn, and a +1 to AC and block checks, for 1d10 rounds.
WAYPOINT - A waypoint is created under your feat. After 1d6 hours, you will be returned to the waypoint if you fail a DC 15 wisdom save. A waypoint can be dispelled.
MUTATION - roll 1d3 to determine:
Gain a +2 bonus to a random ability score for 1 hour.
Gain a +3 bonus to a random ability score for 1 day, but a -1 penalty to another. Also permanently gain darkvision at 100ft the first time this triggers.
Randomly gain 1 of: keen scent, water breathing, spiderwalking, echosight, heat vision, or an extra 20ft of jump and movement distance, for 1d8 hours.
REAP - all targets of the spell take 1d6 necrotic damage. Then all targets adjacent to other targets of the spell take 1d6 necrotic damage. A random ally within 30ft is granted 1 arcane HP per target affected.
VOID - A lesser spatial anomaly appears between you and the nearest target or target point for 1 round. Creatures it overlaps or touches take 1d8 force damage and are thrown away 5ft. If the spell is a teleportation or blink spell, the target is instead chosen randomly from all valid positions(subject to GM)
REPULSION - you are pushed 10ft back from the target/direction of the spell. If targeting self, you are made ethereal for 1d4 rounds and transposed over the ethereal plane for the duration(can see but not interact with it.) In case of self centered aoe, or global/area targeting, you are blinked from reality for 1d3 rounds and return afterwards.
SHATTER - crystalline and construct creatures and objects within 40ft take 1d10 force damage. If the target is an object or construct, it takes a further 1d10 damage.
ELEMENTALISM - Any elementals targeted by the spell gain one of the following, based on a 1d3 roll: blinded for 1d6 rounds, 3d6 arcane health, lose 1d6 health and become dispelled of the highest DC spell affecting them. Constructs killed by the spell are immediately rusted and decay.
VERBATUM - For the next 1d4 minutes, you must announce your spells verbally, otherwise they fizzle.
LIGHTNING BOLT - If exposed to at least a cloudy sky, an electric bolt strikes a random tile within 15ft. Creatures on the target tile must make a DC 19 dexterity save, taking 6d6 damage on a failure and half on a success. Creatures adjacent to the struck tile must make a DC 16 constitution save, taking 1d6 sonic damage on a failure.
DREAM - toss a coin to pick either the casters location or the nearest spell targets location. Roll 6d10 HP and start from the lowest hp creature upwards in a 20ft radius. If it has less than the rolled amount, put it to sleep for 5 minutes and reduce the rolled amount by the creature's remaining hp, then proceed to the next.
POWER - If the spell creates light, deals radiant damage, heals constructs, heals elementals, or animates objects, its range and effect(healing amount, objects manipulated) are doubled.
DECOHERENCE - you and the targets of the spell become blurred for 1 minute, gaining a +1 bonus to AC and dexterity saves, +1 to disguise and deception checks, and have their faces obscured for the duration.
BLOOM - Up to 6d8 tiles spread out from your location become covered in elderlychen, making them difficult terrain.
MADNESS - Up to 1d6 random creatures within 90ft must make a wisdom save, becoming confused, disoriented, and fascinated for 1d8 rounds, or becoming mad and confused for 1 minute on a critical failure.
DISCONNECT - a 5ft radius area around the spells target point becomes a magic dead zone for 1 minute.
BURN - choose a random tile within 10ft of a point of choice within 30ft. Ignite the tile and creatures and objects on it.
KNOWLEDGE - One creature within 30ft hears arcane whispers, gaining a random piece of lore (subject to GM.) and requiring a DC 17 constitution save to not be blinded.
ECHO - the spell is randomly recast at a random valid target at the start of the next turn, from the original spells point of origin.
NONLOCALITY - a random creature within 10ft becomes nonlocalized for 1 round, blinking out of existence. Afterwards they must make a DC 12 wisdom save to rematerialize. On a failure, they are relocated randomly to a new open stable location within one mile. On a critical failure, their location is subject to GM.
BLANK - a random creature within 100ft must make an intelligence save. On a failure they forget the previous 1d10 rounds worth of events.
PRICE - your spells now cost gold for the next hour. Cantrips cost 1 silver, and spells cost 1 gold per the level at which it is being cast.
CALM - possessed, enraged, charmed, feared or terrified, dominated, or fascinated creatures within 40ft lose the aforementioned conditions and restore 1 rest dice.
PIGMENT - swap two colors of choice within 30ft. This alteration is permanent, but can be dispelled.
EXPLOSION - you and all creatures within 10ft of you must make a DC 15 dexterity save, taking 3d8 fire damage on a failure, and half of that on a success.
BUBBLE - a 10ft bubble appears around you. You can take 1 damage to fatigue to blow and make it a 15ft bubble, or 2 damage to fatigue to make it a 20ft bubble. The bubble blocks water, noxious and hostile winds and clouds, as well as other gasses. Only a piercing weapon that deals at least 1d4 piercing damage can pop such a bubble. Other solids can pass the membrane. The bubble can also be dispelled.
BANISHMENT - a random ethereal, cosmic, or extraplanar creature within 30ft must make a DC18 wisdom save, being transported to the ethereal plane on a failure.
INDIGO - You are resistant to faefire and soulfire like magical damage for the next minute, and resistant to damage or effects that would erase your existence for the next minute. You take 1d3 radiant damage.
TURBO - Both you and the nearest target of the spell take 2d6 fire damage. You gain an action immediately afterwards.
ILLUSION - two illusory duplicates of you are created under your control, which require a DC 15 wisdom save to recognize as false. Everything they do is purely illusory. They last 1d4 rounds.
HORN - a loud warhorn is sounded. If you are part of an army, all allied creatures who hear it gain inspiration. It alerts all creatures within 1 mile.
MISFORTUNE - all creatures within 20ft of you, yourself included, gain disadvantage on their next block, save, or attack roll.
ANIMISM - animate a random object within 30ft under your control. It has all stats 8, a hover distance of 5, and a float speed of 20, and remain animated until they are destroyed or dispelled. Duplicate/pair items such as a bow and quiver or twinned daggers are animated together if chosen.
SHOCK - a random creature is chosen among the caster and creatures targeted by the spell. Targets take 1d3 psychic and 1d3 force damage, and are shocked and disoriented for 1d3 rounds.
OPPOSITE - Any damage the spell deals becomes healing, and any healing the spell does becomes radiant damage instead. Any temporary or arcane health granted becomes necrotic damage.
BOMBARD - Your hand manifests a bombardment rune. You can throw it up to 40ft(+5 per STR bonus) as an action. It deals 3d8 damage in a 15ft radius on a failed DC 18 dex save, half in a success. Whenever you end your turn with it in hand, you must make an INT save to not detonate it.
PASSAGE - You manifest an arcane key in your hand. It can be crushed easily, but grants a +5 bonus to checks made to pick a lock with it.
FRAGMENT - manifest a 5ft cube of soil or similar loose earth or structure material directly from ruins in the ethereal plane. It appears within 20ft of you. Roll a DC 20 arcana check to be able to determine the location.
THORNS - A 2d12 tile trail of thorns grows out from your position, converting surfaces to difficult terrain that deals 1d4 damage on entry or actions performed.
BOLT - One of your hands becomes entangled and primed in an arcane mechanism, allowing you to fire it as an action (80/160ft, spell attack, no block, 1d20 + casting bonus.) It blocks the use of your hand until it is fired.
RESONANCE - You become resonant for 1d8 rounds. You have disadvantage on strength or dexterity checks and saves while resonant. You can move the resonance to another object or creature if you touch them as an action. If the object is a crystal sphere, you may emplace a spell you have learned into it, and roll 1d4-1(min 1) for its charges.
GATHERING - 1d4 random targets are chosen from among the caster, all creatures within 10ft of the caster, and all creatures targeted by the spell. The targeted creatures have their hair, beards, manes, and mustaches grow long and appear sagelike. The 4 creatures can speak sylvan so long as the hair is not cut. All targets lose 1 month from their natural lifespan.
HOLY - A radiant ray of light illuminates a 15ft radius area around your current location for 3 rounds, if you are exposed to the sky. All creatures that end their turn in the light are healed for 1d6 health. Undead creatures take 1d8 radiant damage instead.
ALCHEMIC SPARK - A spark of alchemy zaps from your palm to a random potion, powder, or liquid container within 20ft, granting it a +1 bonus (subject to GM.)
DARK WHISPER - A black page manifests within 5ft of you. If you have blank scrolls or pages, two black pages appear instead.
TECHNOMANCY - A random construct within 50ft is healed for 2d8 HP, or if it died within the last hour, it is revived and healed for 1d4 HP. If none are present, a random damaged object within 50ft is repaired.
POSSESSION - You must make a DC 16 charisma save. On a failure, you are possessed by a random lost spirit or psychic imprint nearby (Subject to GM.) and must make another save at the start of your future turns in order to break the summon.
DRACONIC - The first time this occurs, nothing happens. The second time, you permanently become slightly scaled and gain a +1 bonus to block checks. The third time this happens, your heart becomes considered draconic for the purposes of spells. Further occurrences allow you to breathe a 15ft cone of fire, dealing 4d8 fire damage on a failed (DC 10 + proficiency + charisma bonus) dexterity save, and half on a success.
GLEAM - The GM must offer you 3 insights from which to choose in regards to all creatures within 30ft. You may choose one. The GM may choose to stun you for a round if you agree.
LAYLINE - If you are near or above a layline, a point of power, or similar special place (subject to GM) then you regain 1 rest dice and the spell is upcast by 1 level. The power for this is drawn from the layline or point of power ( subject to GM. )
INFERNO - If the spell deals damage, then all the damage dealt is changed to fire, it deals an extra 2d8 fire damage, and creatures are ignited if they fail any saves associated with the spell, and you also immediately become ignited.
UNDEATH - small and larger dead creatures within 20ft of the caster and all creatures and areas targeted by the spell must make a DC 13 constitution save. On a success, they are risen as simple undead (-3 penalty to all stats, soulless, hostile)
SELF - The first time you roll this, take a permanent -1 penalty to a mental stat and gain a feat. Whenever this is rolled in the future, replace the feat with a different one.
CASCADE - You may choose, either restore 1 rest dice, or roll 2 extra wild magic effects instead.
At 5th sorcerer level, your number of spells known is increased by 1. You gain an extra lvl 1 spell slot.
At 5th sorcerer level, choose 1 upgrades from the list below:
Wildmana infection - You must always attempt saves when targeted by friendly abjuration spells. Reduce all arcane spell damage received by 1.
Spatial anomaly - You must always attempt saves when targeted by friendly conjuration spells. You are treated as 5ft further for the purposes of all ranged spells and attacks. Your teleportation and blink abilities can reach up to half as far.
Discordant soul - You may attempt to suppress a wild magic effect by making an arcana check (DC equal to spells DC.) Temporary health that you gain is reduced by 2. You gain resistance to necrotic damage from spells.
Wild soul - Your max HP is increased by 6. When the wild-magic d100 roll results in 100, you automatically regain 3 rest dice.
Binding beads - You learn to create 3d4 binding beads during a rest. The previous set crumbles once a new one is created. You can cause a worn binding bead to break and crumble in order to suppress a wild magic effect.
Chaos magic - You may sacrifice 1d4 HP to trigger an additional wild-magic effect when casting a spell. You have resistance to damage dealt by wild magic effects.
Overloaded - Your rest dice maximum is increased by 1. Your touch and melee attack spells now deal an additional 1d4 lightning damage.
Wildmagic battery - You regain 1 MP whenever you trigger a wild magic effect.
Elemental soul - You are treated as an elemental for the purposes of spells and wild magic effects. You gain a +2 bonus to checks made to interact with elementals. You can spend rest dice as a reaction to try and counter any kind of geomancy, pyromancy, cryomancy, or aethermancy spells (Subject to GM.) The rest dice cost is equal to the level of the spell, and the arcana check DC requires is equal to the spells DC + 1.
At 6th sorcerer level, your number of spells known is increased by 1. You gain an extra lvl 2 spell slot.
At 6th sorcerer level, choose another wildmage traits upgrade.
At 7th sorcerer level, your number of spells known is increased by 1. You gain an extra lvl 3 spell slot.
At 7th sorcerer level, you may spend 3 extra rest dice when using overcharge to further upcast the spell by 1 level. Doing so deals 1 damage to fatigue to you.
At 8th sorcerer level, your number of spells known is increased by 1. You gain an extra lvl 4 spell slot.
At 8th sorcerer level, you may either choose an extra wildmage traits upgrade, or one from the list below:
Chaos spark - You can spend an action to cause a chaos spark at a target location within 40ft, dealing 1d8 + charisma damage. Roll 1d6 to determine the damage: fire, cold, lightning, sonic, acid, necrotic.
Wild-reconstruction - When you cast a healing spell, or trigger a wild magic effect that heals, you may spend an additional movement action to attempt a wild-reconstruction: Target yourself or a creature within 20ft, Roll 1d20 - 1d8, healing the target if the value is positive, or dealing that much damage if the value is negative. On the maximum possible heal, you may also restore up to 1 severely damaged or missing limb.
Wyrd arcana - Learn 3 occult spells of a level you can cast. You count as undead for the purposes of divination spells.
At 8th sorcerer level, you may spend 1 rest dice to envelop yourself in a wild magic shroud for the next 3d4 minutes.
For the duration, at the start of each of your turns, roll 2d4, and choose one of them to determine which outcome you can activate immediately:
HEAL - Grant yourself or a creature within 20ft 1d6+1 Arcane Health.
HARM - Deal 1d8 damage to an enemy creature within 30ft.
BLINK - Blink to a stable location of choice within 40ft.
BOLT - Cause a lightning bolt to arc from you to a target creature within 60ft, forcing them to make a (DC 12 + prof + your charisma bonus) dex save, taking 6d6 lightning damage on a failure, and half on a success, while also being stunned for one round on a critical failure.