A Monk subclass
Some Monks reject a life of discipline and rigidity, instead choosing to embrace the chaos of Wild Magic. Monks who follow the Way of Wild Magic accept the inherent instability of the multiverse.
3rd-level Way of Wild Magic feature
You can spend 1 ki point to manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
At any time before you regain the use of this feature, immediately after you use ki points, you must roll for a Wild Magic Surge. You then regain the use of this feature.
3rd-level Way of Wild Magic feature
Your ki can unleash surges of untamed magic. A surge can be triggered through the described interactions with Tides of Chaos and Bend Luck. Additionally, Your DM can request this roll at any time of their choosing.
Roll a d20 and subtract any level of exhaustion affecting the character. If you roll a 1 or less, roll on the Wild Magic Surge table to create a random magical effect.
If a Surge is not triggered, keep a tally of the number of times it has failed to trigger. Subtract the value of this tally from future rolls until a Wild Magic Surge occurs, at which point this tally is reset to zero.
6th-level Way of Wild Magic feature
Once per turn when you hit a creature with an unarmed strike, you can spend 2 ki points to surround your fist with an undulating, warbling mass of chaotic energy which deals 2d8 + 1 martial arts die damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each use of this feature.
When you reach 13th level in this class you roll an additional martial arts die when calculating damage.
11th-level Way of Wild Magic feature
You have the ability to twist fate using your ki. 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 ki points to roll a martial arts die and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Bend luck can optionally be used at a reduced cost of 1 ki point, but doing so means you must immediately roll for a Wild Magic Surge.
17th-level Way of Wild Magic feature
When a creature within 5 feet targets you with a melee attack you can use your reaction to make a Chaos strike against that creature. You can choose to do so without expending ki points for the chaos strike, but doing so means you must immediately roll for a Wild Magic Surge.