Legends of Tolria
The Galactic Game

Subclass Compendium · Sorcerer

Wild Channel

A sorcerer with no inherited line, no marked patron, no taught form — channels woke up in them anyway, and the Rift answers without pattern.

Identity

Your parents were ordinary. Their parents were ordinary. The line behind you, as far as anyone can trace it, was ordinary. And then you woke up one morning with the Rift moving through you, and there was no one to ask, and no name for what you were. The channels arrive uninvited. They sometimes arrive wrong. The Rift in you has no inherited grammar — it improvises, surges, contradicts itself, and occasionally produces something neither you nor anyone watching can explain. You channel because the universe is, on occasion, unfair in directions other than down.

Features

  • L3 Wild Magic Surge

    The Rift in you is not patterned. Whenever you cast a channel of 1st level or higher, you may roll a d20 — but you must do so the first time you cast a channel each combat encounter, and you may do so voluntarily after any subsequent channel. On a roll of 1, roll on the **Wild Surge Table** below. Additionally, whenever you spend Channel Points equal to or greater than half your maximum Channel Points in a single casting, you must roll a d20; on a 1, roll on the Surge Table. **Wild Surge Table (roll 1d12):** | d12 | Surge | |---|---| | 1 | For 1 round, your channels cost 0 Channel Points (free). | | 2 | You take 3d10 force damage as the Rift backlashes. | | 3 | You teleport up to 60 ft to an unoccupied space you can see. | | 4 | A random Tiny–Medium creature (GM choice) appears within 30 ft, hostile to no one in particular, and persists for 1 minute. | | 5 | You gain 2d10 temporary HP for 1 minute. | | 6 | All creatures within 10 ft of you (including allies) take 2d6 of a random damage type (roll 1d6: 1 fire, 2 cold, 3 lightning, 4 acid, 5 force, 6 radiant). | | 7 | Your skin changes color dramatically for 24 hours; no mechanical effect. | | 8 | You regain Channel Points equal to half the cost of the channel you just cast (round down). | | 9 | You float 1 ft off the ground for 1 minute (does not count as flying; you can be pushed). | | 10 | The next channel you cast within 1 minute does not consume Channel Points. | | 11 | Each creature within 30 ft of you must succeed on a Wisdom save against your channel DC or be Charmed by you for 1 minute (no harmful action overrides). | | 12 | You age 1d10 years (or rejuvenate; GM coin flip). No statistical effect. |

  • L7 Bend Luck

    You can nudge the Rift's randomness, sometimes against it. As a reaction, when a creature you can see makes an attack roll, ability check, or saving throw, you can spend 2 Channel Points to roll a d4 and either: • **Add** the result to an ally's roll, or to your own roll, or • **Subtract** the result from an enemy's roll. You must decide to use this reaction before you know the outcome of the roll. You can use Bend Luck a number of times per long rest equal to your CHA modifier (minimum 1) without spending Channel Points; thereafter, each use costs the 2 Channel Points.

  • L11 Controlled Chaos

    You have learned to half-steer the Rift's spasms. When you roll on the Wild Surge Table, you may roll twice and choose which result occurs. Additionally, you may voluntarily trigger a Wild Magic Surge once per long rest as a bonus action by deliberately destabilizing your own channeling — roll on the Surge Table with the reroll-and-choose benefit above. Lastly, when an effect from the Wild Surge Table would deal damage to you, you may reduce that damage by 1d10 (rolled separately).

  • L15 Wild Form

    Your channels carry a permanent uncontrolled remainder. Whenever you deal damage with a channel of 1st level or higher, roll 1d8 + 1d6. The +1d6 is bonus damage; its type is determined by rolling 1d6 (1 fire, 2 cold, 3 lightning, 4 acid, 5 force, 6 radiant). The damage type is rolled separately for each channel. Additionally, when you would roll on the Wild Surge Table, you may instead choose to *not* surge but instead regain 2 Channel Points (once per long rest).

  • L18 Chaos Form

    Once per long rest, as a bonus action, you let the Rift assume the wheel for 1 minute. While in **Chaos Form**, at the start of each of your turns, roll 1d8 on the table below to determine that round's effect: | d8 | Effect | |---|---| | 1 | Channels cost 0 Channel Points this round. | | 2 | You gain a flying speed equal to your walking speed this round. | | 3 | You have advantage on all attack rolls and saving throws this round. | | 4 | All creatures within 10 ft of you take 4d6 force damage at the start of your turn (no save). | | 5 | You are invisible until the start of your next turn. | | 6 | You take 4d6 force damage at the start of your turn as the Rift backlashes. | | 7 | One ally within 60 ft regains 4d6 HP and gains advantage on their next attack. | | 8 | Roll on the Wild Surge Table (level 3) and apply that result instead. | The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP.