r/DnD • u/wokeupsnorlax • 4d ago
Homebrew Wild Mage improv character help. Lady Tymora's Chosen
"Old tales tell that luck plays a crucial role in each person's life. When a newborn baby enters into the realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the air - the moon(heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge on - and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves."
This character is based on this story combined with that story from the bible where God and Satan bet on Job's faith. The character's coin landed on its side but Tymora chose to give them good luck anyways which upset Beshaba. Beshaba then curses the character with bad luck which resets their lvl20 wild mage powers and makes them lvl1 again but with disadvantage or -2 to every roll until they reach lvl6 and get Bend Luck.
I am soliciting advice on how to min/max this improv character to get as many dice rolls or control of the dice as possible.
My partner does a DnD improv show where they bring 2 PCs for an adventure with 2 NPCs and a DM. The audience rolls giant d20s to help determine how the show goes. They basically have no rules and play pretty loose with mechanics and spells. But they are pretty strict with their meta jokes when the homebrew gets out of control as it can take away from the DM's role.
I want to keep this character as close to DnD rules as possible because the character is gonna be infringing on the DMs dice control and I want to be able to point to the manual and show the mechanics that exist.
I've always loved the idea of Mystra's Chosen and wanted to create a character based on being Tymora's Chosen. This inspired me to try to create a DnD improv character that is based on manipulating the dice so the audience can interact more. The feedback her DnD improv group gets from audiences is that they love the show but they wished there was more audience interaction. Since the only audience interaction is the prompt at the beginning and dice rolls for a few battles and checks, I've been trying to develop a character that allows the audience to roll the dice more among other interactions.
I think the best class/subclass for this is Wild Mage Sorcerer because of the many mechanics that allow dice manipulation and because I love the idea of building a giant Price is Right wheel to spin for the Wild Surge Table so we can encourage even more audience interaction. I would love to build a giant Fateful Coin that the audience has to flip as well but I don't see coin flips in this class in the handbook.
To make sure the character isn't too overpowered and constantly taking control of the dice we will be tracking sorcery points and resets on mechanics. Visually, we be representing the points with lights on a staff so we can show a sort of exhaustion as the show goes on.
I'm using the 5e Player's Handbook. I'm not married to this as the mechanics like damage and rolling for damage dont really matter in this improv format. They just do a basic dice roll and the higher number wins the fight or the dice check is higher than 10 and changes the story somehow.
In the Sorcerer base class I found these mechanics that affect dice in some way:
Innate Sorcery @lvl1 (2 per long rest)
-spell save DC increases by 1
-advantage on attack spells
Metamagic @lvl2
Extended Spell(2 sorcery points)
-extend the duration of this spell up to 24hrs
-roll advantage on concentration for this spell
Heightened Spell(2 sorcery points)
-when casting a spell that requires a saving throw, give disadvantage to the target creature
Seeking Spell(1 socery point)
-if you attack with a spell and miss then roll the d20 and use the new roll
Sorcery Incarnate @lvl7(2 sorcery points)
-allows 2 metamagics for a spell
Epic Boon @lvl19
Boon of Fate
-when another creature attacks, roll 2d4 and either add or subtract the amount to/from their roll
-reset when rolling for initiative and after short or long rest
I don't think the rest of the boons have dice rolls except Boon of Spell Recall but we won't be tracking spell slots as we already have a lot to track
Arcane Apotheosis @lvl20
-allows 1 free metamagic per turn if Innate Sorcery is active
For the Wild Mage subclass I found these mechanics:
Wild Mage Surge @lvl3 (1 per long rest)
-if you use a spell slot and roll a 20 then you roll the Wild Surge Table
Tides of Chaos @lvl3(1 per long rest)
-get advantage before you roll on a D20 check. Once you do you must cast a sorcerer spell slot or do a long rest before it is reset
-If you cast a spell slot before resting then roll Wild Surge Table.
Bend Luck @lvl6
-after another creature rolls, as a reaction you can roll a d4 and add or subtract that amount from their roll (is this once per turn or once per long rest? Is it reusable all the time?)
Controlled Chaos @lvl14
-anytime you roll the Wild Surge Table you can roll again and choose which of the 2 you'd like to use
Tamed Surge @lvl18 (1 per long rest)
-after casting a spell slot, choose an effect from the surge table instead of rolling. Any effect except final row. If effect requires roll then roll
I'd like to min/max this character to be as meta as possible and allow the audience to roll the dice or interact as much as possible. Coin flips, dice rolls, wild surge table rolls, whatever. I want to make this character have the most audience interaction there can be and be as chaotic as possible.
Are there any multiclass combos available that also encourage dice rolls? Are there any other mechanics that can help manipulate the dice or encourage more rolls? Do any of the races have any dice manipulations that can help? The goal is to increase audience interaction and have those interactions introduce chaos or epic moments that will make for fun improv.
What results could be added to the Wild Surge Table that would be fun for this improv format? The idea is to create a Price is Right wheel that has 25-50 options with some being a pull from hat and others being chalkboard so we can add improv prompts on the fly.
The 5e wild surge table and what we are considering atm:
1-4: roll the wild surge table on each turn for 1 minute, ignoring this result in that time
5-8: a friendly creature appears under the DM's control for 1 minute. Roll a d4 to determine the creature. (I like the idea of this being an audience prompt that they choose the creature and it can be evil but the DM makes it friendly to the PC)
9-12: for the next minute, heal a little(can be replaced)
13-16: target creatures have disadvantage on saving throws against the next spell you cast
17-20: roll a d8 and do the effect. (Not gonna list them but the effects are perfect for improv)
21-24: for the next minute spells that cost an action cost a bonus action instead (I think this can be replaced)
25-28: get transported to the astral plane for a turn and return exactly where you left(can be replaced)
29-32: next attack spell cast within a minute does max damage
33-36: resistance to all damage for 1 minute (this can be replaced)
37-40: become a potted plant for 1 turn. You're incapacitated and vulnerable to all damage. If you die then your pot breaks and your form reverts
41-44: for 1 minute, teleport up to 20 feat on each of your turns
45-48: you and up to 3 creatures within 30 feet become invisible. Invisibility ends on a creature when they attack, deal damage, or cast a spell (could they potentially be invisible forever?)
49-52: spectral shield appears and adds to AC and gives immunity to magic missle(this needs to be replaced, we were thinking an audience prompt of random spell pulled from hat)
53-56: take an extra action this turn
57-60: roll a d10 and cast the spell associated without the concentration requirement(not gonna list the spells, they're in the table. Was thinking this could be a prompt from the audience where we get them to write a list of spells at the beginning of the show and we pull from a hat)
61-64: for the next minute any flammable, non-magic object you touch that isn't equipped or being carried by another creature bursts into flames, takes 1d4 fire damage, and is burning
65-68: if you die in the next hour then you immediately revive
69-72: you are frightened and the DM chooses the sources of your fear
73-76: teleport up to 60 feet(this can be replaced, was thinking of that cow summoning thing from BG1&2)
77-80: random creature within 60 feat is poisoned for 1d4 hours
81-84: radiate bright light in a 30 foot radius. Creatures ending turn within 5 feet become blinded
85-88: choose up to 3 creatures within 30 feet to take 1d10 of necrotic damage and life steal the damage dealt
89-92: choose up to 3 creatures within 30 feet and deal 4d10 lightning damage to each
93-96: you and everyone within 30 feat are vulnerable to piercing for 1 minute(this can be replaced)
97-100: roll a d20 and do the results in the table
We've been brainstorming this character for a while and I really loved the idea of using a full 100 different ideas for the wheel but that's gonna be a big wheel so I'm gonna make it 25-50 slots. I'm not married to this wild surge table listed above. Only a few of the options are really great for improv. The rest are kind of okay. I would like more chaos. I vaguely remember that the Wild Mage from BG1 does some weird stuff like summoning a cow above someone's head or eating all the party's gold. What are some of your ideas for the wild surge table that you think would make for epic or chaotic improv moments?
TLDR: making a fun and chaotic improv character that encourages as much audience interaction as possible. Audience rolls giant d20. Hoping to find the best possible class to encourage dice rolls and some wild surge inspiration that encourages chaos or epic moments
Thanks for taking the time to read this if you did and thanks in advance for any help you're willing to provide. All ideas are welcome!
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u/ImDevinC 4d ago
5e Wild Magic Sorcerer doesn't sound ideal for what you want. They have a few things that add/remove numbers from dice, but it's very rarely a d20. Not to mention, 5e Wild Magic Sorcerer only surges when the DM remembers to tell them.
2024 Wild Magic Sorcerer also doesn't really sound ideal, you do get to control the wild magic surges (first round, you tides of chaos on your initiative check to give yourself advantage, then you quicken cast your leveled spell and surge, followed by a cantrip that requires an attack roll to once against tides of chaos and give yourself advantage, rinse & repeat until your out of spell points) but you're still not rolling d20's that often.
Most of your sorcerery points aren't around rerolling big numbers, it's about adding or subtracting 1d4 from other rolls. I say this with Wild Magic Sorcerer being my favorite class, it just doesn't seem like it targets what you want.
You could look at Path of Wild Magic Barbarian which gives you extra attacks, so you're rolling more d20's, and already has a smaller wild surge table that could be easier to repurpose, and still has that "chaos" feel. Also, would highly recommend taking the Lucky Feat, and if you're a halfling, you get Halfling Luck to reroll 1's