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Sorcerous Origin

Raw Magic Raw Magic vs Wild Magic


You are capable of tapping directly into the source of Raw Magic Sorcerer is designed to be a less silly, more
arcane magic. Your magic is unfiltered, powerful, and player-driven replacement for the existing Wild Magic
hard to control, capable of both increased power and Sorcerous Origin presented in the Player's Handbook. The
unpredictable side effects. You might have been born two can be used together in the same game, but Raw
with this innate capability, or perhaps an encounter Magic is intended to replace Wild Magic.
with powerful magic has imbued you with these chaotic
abilities.

Raw Magic Surge


Your magic comes straight from the source, unfiltered and
unpredictable. Through your will you are able to control it,
but this control can be loosened, causing greater energies
to surge through you, potentially empowering your
magic, but also with chaotic side effects. When you cast
a sorcerer spell of 1st level or higher, you can choose to
roll on both the Positive Surge and Negative Surge tables
(using a separate roll for each) to cause both a positive
and a negative side effect of the spell.

Magical Interference
Starting at 1st level, whenever a creature other than
yourself within 30 feet of you casts a spell of 1st level or
higher, you can use your reaction to force them to roll
on both the Positive Surge and Negative Surge tables to
cause both a positive and a negative side effect of the spell.

Close to the Weave


Beginning at 6th level, your unfiltered access to magic
allows you to more easily manipulate your spells. You
gain two additional Metamagic options of your choice.
Additionally, you regain 1 sorcery point when you
complete a short rest.

Surge Control
At 14th level, you gain a measure of control over your raw
magic surges. Whenever you roll on the Positive Surge or
Negative Surge table, you can reroll the die and must use
the new roll.

Unlimited Power
Beginning at 18th level, you are able to directly overcharge
your spells at cost to your own well-being. When you roll
damage for a sorcerer spell of 1st level or higher, you may
spend a number of hit dice up to your Charisma modifier.
You and any targets of the spell take force damage equal to
the total rolled. You can use this feature only once per turn.

Variant: Origin Spells


If you use Tweaked Sorcerer or another sorcerer
modification that adds Origin Spells, Raw Magic grants
the following spells:
Raw Magic Origin Spells
Sorcerer Level Spell
1st chaos boltXGE
3rd arcanist's magic aura
5th dispel magic
7th confusion
9th wall of force
11th globe of invulnerability

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InDesign Template - /u/barkalot Discord of Many Things - discord.gg/JSArr5p
Positive Surge Negative Surge
d20 Positive Effect d20 Negative Effect
1 No effect. 1 Roll twice on this table and suffer both effects, rerolling
2 The smell of your favorite food fills the air around you. 1s.
3 Small plants grow to full bloom around your feet. 2 The spell requires additional energy to cast. You must
Your clothes become cleaned, and faded dyes return to expend a spell slot of 1st level or higher, or else the spell
4
full brightness. fails. If you have the Font of Magic feature, you can
Your body becomes sheathed in a thin layer of choose to expend 2 sorcery points instead.
5
protective energy. You gain temporary hitpoints equal 3 The spell becomes erratic and hard to aim. You have
to the spell’s level + your spellcasting ability modifier. disadvantage on the attack roll, and targets have
6 You are innervated. Your movement speed increases by advantage on saving throws, for this spell.
15 feet until the end of your next turn. 4 The spell becomes unstable, requiring extra effort to
7 The energy of the spell flashes brightly. A creature of hold it in place. If the spell requires concentration, you
your choice within 5 feet of the target of the spell must have disadvantage on constitution saving throws you
make a Constitution saving throw against your Spell make to maintain it.
Save DC or be blinded until the end of your next turn. 5 If you take damage from a spell before the start of your
next turn, you take an additional 1d8 force damage.
8 The energy of the spell becomes raw and without
defined form. If the spell deals damage, you can choose 6 The spell bleeds away energy. If the spell deals damage,
to change its damage type to force damage. it deals 1d6 less damage to each target, decreasing by
an additional 1d6 for every level of the spell above 1st.
9 With a surge of energy, you are able to shift your
position. You may immediately teleport to a point of 7 Electricity courses through your muscles, causing you to
your choice within 10 feet of you. tense up. You suffer the effects of the slow spell until the
end of your next turn.
10 Arcs of chaotic energy emanate from the spell. A
random hostile creature within 15 feet of the target of 8 If you cast a spell before the end of your next turn, roll
the spell takes 1d8 lightning damage. on this table and suffer a negative effect.
11 Enemy attacks are pushed away from you. The next 9 Static energy builds up in your body, waiting for
attack against you before the start of your next turn has something to ignite it. Until the start of your next turn, if
disadvantage. a creature hits you with an attack, you take an additional
1d4 lightning damage. This damage increases by 1d4 for
12 The air around you crackles. Until the start of your next
every level of the spell above 1st.
turn, if a creature within 30 feet of you hits you with an
attack, you can use your reaction to deal 1d4 lightning 10 Enemy attacks are drawn to you. The next attack against
damage to the attacker. This damage increases by 1d4 you before the start of your next turn has advantage.
for every level of the spell above 1st. 11 Arcs of chaotic energy emanate from the spell. A
13 If you cast a spell before the end of your next turn, roll random friendly creature within 15 feet of the target of
on this table and gain a positive effect. the spell takes 1d8 lightning damage.
14 You become energetic. You gain the effects of the 12 Your position becomes unstable, and you blink side to
haste spell until the end of your next turn, ignoring the side wildly. You immediately teleport to a random point
lethargy effect. within 10 feet of you.
15 The spell becomes amplified. If the spell deals damage, 13 The spell fails to coalesce and penetrate defenses
it deals an extra 1d6 damage to each target, increasing properly. If the spell deals damage, targets with
by an additional 1d6 for every level of the spell above resistance to the damage have immunity instead.
1st.
14 A flash of light bursts straight into your face. You must
16 If you take damage from a spell before the start of your
make a Constitution saving throw against your Spell
next turn, you can roll 1d8 and reduce the damage by
Save DC or be blinded until the end of your next turn.
the number rolled.
15 You are enervated. Your movement speed decreases by
17 The spell becomes unusually stable. If the spell requires 15 feet until the end of your next turn.
concentration, you have advantage on constitution
saving throws you make to maintain it. 16 Some of the spell’s energy backfires. You take force
damage equal to the spell’s level + your spellcasting
18 The spell seems to guide itself towards your targets.
ability modifier.
You have advantage on the attack roll, and targets have
disadvantage on saving throws, for this spell. 17 You suffer a faint, harmless ringing in your ears for the
next minute.
19 The spell is efficient, allowing you to siphon excess 18 Fractal, lightning-like scars appear on your hands
magical energy. You regain a 1st level spell slot if you and arms, which disappear when you receive magical
have expended any. If you have the Font of Magic healing.
feature, you can choose to regain 2 sorcery points
19 You immediately become thirsty and hungry.
instead.
20 No effect.
20 Roll twice on this table and gain both effects, rerolling
20s.

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