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5e Wild Magic Revised
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5e Wild Magic Revised

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Long story short, I redesigned ***Wild Magic*** for the Sorcerer.

I'm a DM for a fairly large group and one of my players is a wild magic sorcerer. Because there a sometimes 8+ players present I outright forget to make him roll for his Wild Magic Surge. 
And if we play in a smaller group it just feels so unnatural for me to tell him when to roll for WMS and when not.
We were both pretty unhappy with it. So I decided to homebrew the f'ck out of it and make it less DM-mood-based and more streamlined.

Any and all critic and improvements are welcome

Anyways here is Wild Magic Revised

 
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Joakim H July 20, 2018 9:19 pm UTC
PURCHASER
I like the idea of a "build up" of chaotic tension, and this seems like a good implementation if that thought.

There is one thing I'm not sure I like, though. And that is to use the spell's roll (if any) for the wild magic surge. Most (in a lot of cases all) spell rolls will be attack rolls and since low numbers trigger surges you will only (except extremely low AC or high surge build-up) get a wild magic surge when your spell misses. I think it could feel like a surge if not really a surge of magic, but your character messing up the spell cast and causing a surge instead. "You tried to throw a chromatic orb at the goblin, but instead you turned your skin blue". I think I would use a second d20 for wild magic so that the result of the spell and the surge are not connected.

This is only based on me reading this. I have not played with these rules.
Customer avatar
Jim H February 02, 2018 5:32 am UTC
Looking it over I appreciate your homebrew approach to dealing with Surges - I hate keeping track of them myself as a DM too. There is always plenty going on to keep your attention without yet one more thing to add to your list, so kudos to this approach. I would go back and take about ten minutes to spell check. Your otherwise descriptive approach falls down especially towards the end when some the spelling falls apart. My only other criticism is why do you use two columns? At first, I scratched my head and reread your article a couple times and I finally understood what you were getting across, so maybe it's just me, but perhaps especially in your first example with the Hobgoblin, Scorching Ray, and Web spell if the explanation was cleaned up it wouldn't be so confusing. I was beginning to wonder if Spell Level had something to do with column count beyond what had been mentioned earlier so it was making my head spin and then I realized that it was really just a confusing example (I think). Otherwise,...See more
Customer avatar
Kai K February 02, 2018 2:20 pm UTC
CREATOR
Thank you for downloading,
English unfortunatly isn't my first language, but im trying my best.
the 2 columns are so you don't have to fiddle around with half points for cantrips. Basically every spell level increases the chance for Wild Magic Surge by 1, while only every other cantrip increases it.
Yeah I kinda made a mess at the examples, but I cleaned it up. I also added some colored numbers in hope to make the points clearer.
If you have anything else, let me know.
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File Last Updated:
February 02, 2018
This title was added to our catalog on February 01, 2018.