

Controlled ChaosĪt 14th level, you gain a modicum of control over the surges of your wild magic. You can do so after the creature rolls but before any effects of the roll occur.

When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. Starting at 6th level, you have the ability to twist fate using your wild magic. Once you do so, you must finish a long rest before you can use this feature again.Īny time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw.
#DND 5E WILD SHAPE MAGIC ITEM ABILITY BONUS FULL#
If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case the spell lasts for its full duration. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Armor designed for a cat does not work on a human, but may adjust for a dog or a horse.Source: Player's Handbook Wild Magic Surge An armor designed for someone with 4 arms does not suddenly lose the extra two arms when a two-armed creature wears it.

Armor designed for dwarves still inherently has two arms, two legs a single torso and a single head slot, so becoming taller and thinner to fit an elf is a reasonable range. Suffice to say, everything in my world that does magically reshape does so within a range. Provided it has a body part that is roughly cylindrical in shape, I don't see why a ring couldn't be put on it. Hats, everyone gets hats! But helms are designed for a specific head shape, so again, adjust within a range. Must have the number of eyes the item was designed for. I'd assume a magical gauntlet could adjust a finger or two if need be, but the magic has to fundamentally understand that what it's being put on as a "hand". I'd give them more leeway with the specifics of the form, but generally limited as armor. Robes are clothes designed for a specific racial shape. Same as with armor, they can resize/reshape within a range.īeing little more than a blanket with a hood, as long the proportions of the creature weren't vastly out of expectations, cloaks and mantles would IMO be one-size fits all. As a belt is really nothing more than a circle around a midpoint on a creature, so long as that creature has a midpoint, it could wear them. Quadrupedal armor fits quadrupeds, specialty armor for specialty creatures fits specialty creatures. The best definitions I come up with for periapts say they're also necklaces. Brooches are typically worn on clothes, so you'd have to be able to wear non-magical clothes. So anything creature that fits that description could wear those. Amulets and necklaces inherently require a neck, that is to say a narrow point between two wider points.
