I have made a homemade beer in the "Wild Magic" sorcerer, with less attention to the "unpredictable" effects and more attention to the "sudden floods of pure magic power". I would appreciate any constructive comments. Much of the flavor text remained from the original Wild Magic phb.
Different sorcerers claim different origins for their innate magic. Although there are many variations, most of these origins fall into two categories: a line of draconian blood and wild magic.
Wild Magic (alternative)
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You may have suffered exposure to some form of raw magic, perhaps through a flat portal that leads to Limbo, the Elemental Planes or the mysterious Far Kingdom. Perhaps you were blessed by a powerful fairy creature or marked by a demon. Or your magic could be a coincidence of your birth, without cause or apparent reason. Be that as it may, this chaotic magic stirs within you, waiting for any way out.
Surge of Wild Magic
Starting when you choose this origin on the first level, your spell casting can trigger waves of wild and dangerous magic.
When you cast a first level or higher sorcerer's spell, roll an additional d6. You receive damage equal to your skill bonus unless you spend a point of sorcery to avoid it. With a 6, get an advantage if you are making a spell attack roll, or a disadvantage in saving targets. If none of these can be applied, double the duration of the spell's effects.
Starting at the sixth level, your innate connection with the magic itself allows you to feel its chaos in the air when a spell is cast. The spell residue remains within a 30-foot radius for 1 hour per spell level.
When you are in an area that has this residue, your spell attack rolls can critically hit both 19 and 20 and your Spell DC is 1 higher than it would otherwise. This effect can only be applied once per turn.
At level 14, you get a minimum of control over the waves of your wild magic. Every time you launch your Wild Magic Surge, you can roll any d6 number instead of just one. You take damage for each d6 cast, and you can spend a point of sorcery to avoid damage of each dice separately
When you see another creature within 30 feet of you casting a spell, you can apply your Wild Magic Surge to its spell as a reaction. You still receive any relevant damage for this increase.
From level 18, the harmful energy of your spells intensifies. When you cast damage for a spell and cast as many as possible on any of the dice, choose one of those dice, roll again and add that roll to the damage. You can use this function once per turn.
Note that I am currently concluding that damage should only happen and be preventable if a & # 39; 6 & # 39; in a surge, and that the surge must be explicitly stated so that the "duration" cannot be accumulated. Let me know what you think of these changes.