
Sorcerer: Wild Magic Sorcery
D&D 2024 class: Sorcerer: Wild Magic Sorcery. Source: Player's Handbook (2024). hit die d6, primary ability Charisma, saving throws Constitution, Charisma Wild Magic Sorcery Unleash Chaotic Magic Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet. Wild Magic Surge Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect. If the magical effect is a spell, it is too wild to be affected by your Metamagic. 01-04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 05-08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block. 09-12 For the next minute, you regain 5 Hit Points at the start of each of your turns. 13-16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 17-20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made o...