Oath of Wild Magic (5e Subclass)

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Oath of Wild Magic[edit]

Paladin Subclass

The Oath of Wild Magic challenges a paladin to accept the chaos of the world as good and right, but to persevere anyway. Paladins who dedicate themselves to this oath embrace the magic around them and attempt to influence it to reap its benefits regardless of its nature. These paladins often seek foes who wield magic for ill intent and seek to end the abuse of the magic the paladin holds dear. Paladins who follow this path are often called Wild Knights.

To Wild Knights, there is no good or bad magic, only good and bad people who use it.

Wild Knights can channel their devotion through gods of chance, chaos, or magic. (Azuth, Mystra, Tymora, Tyche (Greek), Bes (Egyptian), Hermod (Norse), etc.) They might also devote themselves directly to Wild Magic itself as a force of nature.

Tenets of Wild Magic
Foster Change. The world is a mess. The only way for it to improve is for it to change. Be a steward of change wherever you go. Sometimes things have to get worse before they get better.
Be Prepared. One cannot flit through life on the whims of probability. It is paramount that you be ready for anything that might come. Fate can be a cruel mistress if you aren’t ready to receive her.
Embrace Chance. One cannot always know everything. When knowledge and preparation fail, rely on chance to guide you.
Magic is Natural. What is beyond our comprehension is often in the will of the gods. The flows of power are necessary to life.
Accept Fate. One cannot guide all outcomes. Whatever circumstance you find yourself in, fate put you there for a reason. Take heart in that.
Oath Spells

You gain oath spells at the paladin levels listed.

Level Spells
1st Absorb Elements, Chaos Bolt
2nd Blur, Nathair's Mischief
3rd Counterspell, Thunder Step
4th Banishment, Stoneskin
5th Conjure Volley, Hold Monster
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. Any time you use either of these options, a Wild Magic surge occurs.

Resist Magic. As a reaction, you can add your Charisma modifier to one saving throw against a spell or magic effect. If you use this on a Charisma saving throw, give yourself advantage instead. This Channel Divinity must be initiated prior to rolling the saving throw.
Elevate Power. As a bonus action, you present your holy symbol and speak a prayer of elevation. Until the beginning of your next turn, all of your spell slots are one level higher. You do not learn any extra spells from this, but you can use these slots to cast prepared spells and deliver divine smites. For this feature, a Divine Smite using a spell slot above 5th delivers the same damage as with a 5th level spell slot but roll the smite damage twice and use the higher roll. When this effect ends, a wild magic surge occurs.
Chaotic Smiting

Also at 3rd level, when you use your divine smite feature, you can use your reaction to force every creature within 5 feet of the smited creature (except yourself) to make a Constitution saving throw versus your spell save DC. On a failed save, they take 1d4 + your Charisma modifier radiant damage and suffer a consequence from the table below (roll once for all affected creatures).

d8 Consequence
1 Knocked prone
2 Stunned until the beginning of your next turn
3 Can't recover hit points until the start of your next turn or until they take damage again
4 Can't speak until the beginning of your next turn
5 Can't use a reaction until the beginning of your next turn
6 Drop any item they are holding
7 Knocked back 5 feet from smite target
8 Wild magic surge centered on you

If the original target is reduced to zero hit points by this smite, the area damage increases to 3d4 + modifier. You may use this feature a number of times equal to your proficiency bonus. All uses are replenished at the end of a long rest.

Aura of Metamagic

Starting at 7th level, you can amplify your spells and those of your allies. When a creature within 10 feet (including yourself) casts a spell, you can use your reaction to add a sorcerer’s metamagic effect to that spell. The effect must have a cost of one sorcery point.

This aura can be drawn on a number of times equal to 1 + your Charisma modifier. All uses are replenished at the end of a long rest. When the last use is drawn from the aura, a Wild Magic surge occurs.

Wild Frenzy

Starting at 15th level, whenever a Wild Magic surge occurs within 60 feet of you, you can choose to gain the benefits of the Haste spell. The duration is halved but no concentration is required. When the effect ends, you gain a level of exhaustion that can only be removed by a long rest.

Chaotic Avenger

At 20th level, you gain the ability to alter chance to your benefit in battle. As an action, you can magically become an avatar of chaos, gaining the following benefits for 1 minute:

  • You have advantage on all attack rolls.
  • Attack rolls made against your allies (other than yourself) within 30 feet of you are made with disadvantage.
  • Whenever you take damage, there's a 50% chance that a Wild Magic surge occurs.
  • Any Wild Magic surges are rolled twice and you choose the result you prefer.

Once you use this feature, you can’t use it again until you finish a long rest.

(one vote)

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