Raw Magic

Source: Homebrew

You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects.

Raw Origin Spells

Only if using alternate origin rules

Sorcerer Level Spells
1st chaos bolt
3rd nystul's magic aura
5th dispel magic
7th confusion
9th wall of force
11th globe of invulnerability

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. You can use this feature a number of times equal to 1 + your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Magical Interference

Starting at 6th 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 and spend 1 sorcery point to force them to roll on your choice of either the Positive Surge or Negative Surge table. The sorcery point cost increases by 1 for every level of the spell above 1st.

Surge Control

At 14th level, you gain a small amount of control over your raw magic surges. Whenever you roll on the Positive Surge and Negative Surge tables, you can reroll one of the dice 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 numbers rolled. You can use this feature only once per turn.

Magic Surge Table

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