5e:Wild Magic Sorcerer NPC

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User Creation
Source: Rlyehable
Date Created: 2018-05-21
Status: 1st Draft


Wild Magic Sorcerer (NPC)
Medium Humanoid  (Any Race), Any Alignment
Armor Class: 12 (15 with mage armor)
Hit Points: 40 (9d8)
Speed: 30 ft.
Str Dex Con Int Wis Cha
9 (-1) 14 (+2) 11 (+0) 12 (+1) 12 (+1) 17 (+3)
Saving Throws: Con +6, Cha +4
Skills: Arcana +6, History +6
Senses: passive perception 11
Languages: Any four languages
Challenge: 6 (2,300 xp)Proficiency Bonus (PB): +3

Features

Spellcasting. The sorcerer is an 9th-­level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, lightning bolt, fly
4th level (3 slots): polymorph
5th level (1 slots): insect plague

Wild Magic Surge. [1]When the sorcerer uses a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Wild Magic Surge table on p.104 PHB.

Tides of Chaos. [1]The sorcerer can use this ability to gain advantage on one attack roll, ability check, or saving throw. However, when it does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table.

Meta Magic (Recharge 3-6). [2]The sorcerer can use this ability to modify a spell in one of the following ways:

Empowered Spell. The sorcerer may re-roll up to 3 of a spell's damage dice.
Quickened Spell. The sorcerer may use a bonus action to cast a spell with a casting time of 1 action. 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 

Reactions

Bend Luck (Recharge 6). The sorcerer can add or subtract 1d4 to another creature's attack roll, ability check, or saving throw after the roll, but before any of its effects are realized.


Wild Magic Sorcerers intuitively tap into raw, wild essence of magic. Good-aligned sorcerers tend to wander, offering their services to those in need. Neutral sorcerers often join a military or adventuring forces. Evil sorcerers are like to use their power to try to dominate the less powerful.

Sources and Notes

Notes

  1. modified from the Wild Magic Sorcerer subclass from the Player's Handbook 1.0 1.1
  2. modified from the SRD5:Sorcerer "Metamagic" trait.

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