Does Barkskin cast before Wild Shaping apply to your beast form?

Assume you cast Barkskin in humanoid form:

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of arm or it is wearing.

It is clear that under the rules of Wild Shape “transforming doesn’t break your concentration on a spell you’ve already cast”, but does the effect of the spell carry over to your new skin?

What happens when Wild Shape/Polymorph runs out in a space that’s too small?

So in a 5e campaign I’m running, the party Druid has recently been doing some scouting of the local monster caves in spider form to avoid notice. I’ve also described how the goblins and kobolds who live in these caves use a variety of tunnels too small for Medium sized creatures in order to get around. Since the party doesn’t have any halflings or gnomes, I didn’t really think the party would ever get into those tunnels. But obviously if a goblin can fit, so can a spider, so there is the possibility that the Druid might try to scout them out.

But what if something goes wrong? What if the Spiderdruid were to get lost and run out of time in Wild Shape, or encounter a hungry lizard and drop to 0 Spiderhealth?

Is there anything in the rules to suggest what should happen when somebody tries to revert to their normal size in a space where they normally wouldn’t fit?

With a space sized for a Small creature such as in my game, I might just rule that he’s stuck unless he makes difficult Dexterity checks or waits to get his Wild Shape back. However, what if it was an even smaller space, such as a burrow or a pipe or a deep crack in the rock? Someplace where his human body literally won’t fit?

If there aren’t any rules for this, I’m open to suggestions on how it can best be handled.

Should casting Confusion centered on yourself from Wild Magic Surge be trivial to end because it’s a concentration spell?

The entry for a roll of 13 or 14 on the Wild Magic Surge table is:

You cast confusion centered on yourself. (PHB, emphasis mine)

Confusion is a 4th level concentration spell. The rules for concentration state that:

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). (PHB)

The intent of the entry on the Wild Magic table seems to be for everyone nearby, including the caster, to be hit by confusion, essentially a less-bad version of casting Fireball centered on yourself. However, since the table doesn’t specify anything special about concentrating on the spell, the caster needs to maintain concentration on it, and consequentially the spell should end if they stop concentrating on it.

RAW, is there any reason someone who rolls this result on the Wild Magic Surge table couldn’t immediately drop concentration and end the spell?

What would be the ramifications of allowing a Wild Magic Sorcerer’s Bend Luck ability to scale with level?

I was wondering why a Wild Magic Sorcerer’s Bend Luck ability is always 2 sorcery points and a reaction to increase or reduce another creature’s attack roll, ability check or saving throw by 1d4.

I think it’s pretty wild (pun intended) that is does not scale with levels considering there’s another spellcaster class, Bards, that have a very similar ability with Bardic Inspiration.

Bardic Inspiration affects the same types of rolls (attack rolls, ability checks and saving throws), does not use a reaction (uses a bonus action instead) and players can hold onto their bardic inspiration for a moment of their choosing. Furthermore, Bardic Inspirations are their own unique resource (equal to Charisma modifier, minimum of 1) and best of all they scale with levels (starting as d6’s and ending as d12’s at level 15). After reaching 5th level, Font of Inspiration allows Bards to regain all their Bardic Inspirations after a short rest.

In comparison, Bend Luck is pretty pitiful.

  1. It costs 2 sorcery points (equivalent of a level 1 spell slot and also the resource required for using metamagic, basically the best part of being a Sorcerer).
  2. It is always a flat 1d4. The chance of a 1d4 being impactful diminishes as you level up & enemies get stronger.
  3. It uses your reaction, which can be super valuable for casting Shield, Counterspell, Featherfall etc.

The only real benefit I can see is that it can be used offensively, whereas Bardic Inspiration cannot.

My questions:

  1. Am I missing something? Have I accurately portrayed the usefulness of Bend Luck?
  2. If I’m not missing anything, is it reasonable to have Bend Luck scale with levels? (At 6th level, it becomes a 1d6, 11th level 1d8, 16th level 1d10, for example?)

Does Form Control change your available options with Wild Shape?

The Wild Shape feat gives you the Wild Shape order spell, which lets you turn into various forms that are found in polymorph spells. Precisely, Wild Shape grants you the forms in Pest Form on 1st level, the forms in Animal Form on 2nd level, and then other feats do this:

Insect Shape:

Add the forms in insect form to your wild shape list.

Soaring Shape:

Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list.

And so forth.

Now, the Form Control feat has this effect that lets you prolong the duration of Wild Shape at the cost of lowering its level:

If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer).

Now, to the question:

Do you lose an option from the Wild Shape list if you use form control and the level of wild shape is lower than the level of the original spell?

First things first: Since Animal Form is explicitly granted as a heightened option on 2nd level, if the level of Wild Shape should fall below 2nd with Form Control, the Animal Form options are no longer available.

But what about the Insect Form options? These are gained via the Insect Shape feat, not via Wild Shape’s level. I first assumed that if Wild Shape is on level 2 with Form Control, the forms of Insect Form (which is a 3rd level spell) are not available. But the text doesn’t mention casting Insect Form. It says "Add the forms in insect form to your wild shape list," and Wild Shape says little about its level. I think there are ancestry feats that grant you higher-level spells on level 1, that could serve as a precedence here, but I can’t find them at this time.

But if you keep the forms on your list, what’s the drawback of lowering the spell’s level? You lose Animal Form until you’re level 7, and you are easier to dispel?

Wild Magic Sorcerer revision, take 2

This is an iteration on the Wild Magic Sorcerous Origin I’ve asked about previously. The goals are, in order of descending importance:

  1. Not break anything, and not leave anyone confused. That means unambiguous rules descriptions, formatting and verbiage consistent with official rules, and appropriate amounts of description on each feature to make them understood.

  2. Remove the need for the DM to handle Wild Magic Surge. The DM has enough to worry about and the effectiveness of the entire Sorcerous Origin varies substantially based on whether or not they remember to do so.

  3. Enhance the sense that wild magic is beyond the sorcerer’s control, but nonetheless is something that can be harnessed and if you’re willing to “ride it out,” you can find great power there. The desired feel should be something like a surfer on a huge wave, or a rodeo on a powerful steed—you’re not in control per se, but your skill is definitely relevant to whether or not you can hang on and put those forces to use.

  4. Reduce the swinginess of the Wild Magic Surge table. That starts with removing the damn fireball entry, of course, but what I really want is for the different results on the table to have a more consistent risk. A 2% chance of a TPK combined with a 2% chance of an overpowering boon doesn’t actually balance.

  5. Incorporate some really effective mechanics from the D&D 3.5e Tome of Battle crusader, which I just happen to really like and think works really effectively for modeling a “random” character.

  6. To improve the Wild Magic origin to be in-line with other quality Sorcerous Origins.

Relative to the previous iteration, I have made the following changes:

  • The “state” of Wild Magic Surge has been renamed Wild Magic Flow, to keep it apart from the Wild Magic Surge table.

  • The description of how a wild magic sorcerer casts spells has been rewritten, hopefully making it clearer.

  • The deck no longer includes cantrips (which had no point being in the deck, which caused confusion).

  • Instead, you learn chaos bolt for free at 1st level (allowing you to actually have 5 spells at 1st level, which otherwise wasn’t possible), and the 6th-, 14th-, and 18th-level features allow you to “convert” castings of chaos bolt from an appropriate spell slot to one of the “prismatic” spells.

  • New Wild Magic Surge table. Only 20 effects (so far?), because this is really not my thing, but they’re more consistent, and more appropriate for Wild Magic Surge being used as a drawback—they’re all negative effects. Some worse than others, and some may circumstantially be irrelevant in a given moment, but more consistent. Most effects either cost you your next turn, or give you a drawback that lasts for a minute but can be mitigated or powered through. A few do cost you resources, however (e.g. sorcery points, a spell slot, hp).

    I’ll probably have to force myself to actually fill it out to at least 50 effects, if not 100, since in my research I found a lot of people who found 50 disappointing, and use 100, 300, or in one case (hopefully an extreme outlier) 10,000. But for now it’s just 20, to ensure I’ve got a sound grasp of appropriate risk here.

  • Surge of Power now includes Metasurge, and the slot-enhancing option is easier to use. There is also a level-enhancing option for cantrips. Hopefully Surge of Power is now worth the hassle of the Wild Magic Flow.

  • Due to the heavy presence of prismatic spells, the 6th-level feature that used to be Metasurge is now about prismatic spells. Kind of weird, thematically, but the prismatic spells are the most “random” in the system.

  • Overdrawn got some buffs.

  • Cataclysm got replaced by Perfect Surge, which buffs Surge of Power and removes some of the drawbacks from Overdrawn.

  • In order to actually fill in levels appropriately, a new spell, prismatic ray, has been added. It’s basically a single-target prismatic spray. I’ve put it at 4th level, which seems consistent for a 10d6 single-target blast (the damage is roughly equivalent to blight, 1 damage less on average, though of course there is the 12.5% chance of rolling an 8 and doubling things, which might be a problem). I nerfed the indigo beam a fair bit (a single successful save gets you out of it, but you still need to fail three times for permanent petrification), so I could see doing the same to other colors. Or maybe just make it a 5th-level spell, though I have reservations about that.

It’s a pretty significant rewrite, so I am looking for feedback all over. But the biggest new things are definitely the Wild Magic Surge table, and the new prismatic ray spell.

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following wild magic option is available to a sorcerer, instead of the wild magic origin offered in the Player’s Handbook.

Wild Magic

None can tell where your magic comes from; it is fickle, inconstant, and unique. Some might associate it with the forces of chaos, whether Limbo or demons or the fey, or those places in the multiverse where reality is frayed and all magic takes on some of the volatility that yours exhibits everywhere. But none of these is a perfect match; there is no perfect match to be found anywhere else—your magic is yours.

Wild Magic Flow

Starting when you choose this origin at 1st level, you learn chaos bolt as a sorcerer spell. It does not count against the number of sorcerer spells you know.

Further, you can enter a Wild Magic Flow, a state in which your innate power roils within you and magic can spill out of you almost effortlessly. On the other hand, you have difficulties casting many sorcerer spells if you’re going against the Flow. Whenever you cast a 1st-level or higher sorcerer spell that has a casting time of 1 action, you must cast it in one of the following ways:

  • Carefully. The spell doesn’t take effect until the turn after it would otherwise.
  • Recklessly. You roll on the Wild Magic Surge table below as you complete the spell.
  • With the flow. The spell must follow the whims of a Wild Magic Flow; see below.

You may cast carefully or recklessly whether you are in a Wild Magic Flow or not; casting with the flow of course requires that you be in one. Cantrips, non-sorcerer spells, and spells with a casting time other than 1 action are just cast normally, ignoring this ability entirely.

To represent the flow of wild magic within you, you must first establish a deck of sorcerer spells. The deck’s size is 3 + your proficiency bonus. Each entry in the deck must be a sorcerer spell you know, and the deck cannot include duplicates. You can change which spells you know are in the deck at the end of any short rest.

You can start a Wild Magic Flow with just a thought; it doesn’t take an action and as long as you are conscious, you can do so (unless you are already in one, or have recently been Overdrawn; see below). When you do, you shuffle the deck and draw a number of spells equal to your proficiency bonus. Each round thereafter, you draw another spell from the deck. If, at the start of your turn, the deck is empty, then the Wild Magic Flow ends, and all spells are returned to the deck.

Drawn spells go into your hand, and you can play spells for various effects. Once played, the spell leaves your hand and cannot be played again during that Wild Magic Flow.

The most basic effect you can play a spell for is to cast that spell “with the flow.” You neither extend its casting time nor roll on the Wild Magic Surge table with this casting. The spell still uses a spell slot, as normal.

At the end of a Wild Magic Flow, roll a d20 + the number of spells you cast with the flow, against a DC equal to the size of your deck. On a failure, roll on the Wild Magic Surge table below. Either way, after the flow ends all spells return to your deck.

Wild Magic Surge

d20 Effect d20 Effect
1 For the next minute, you lose access to all of your sorcerer cantrips, and gain a new one: chaos spark. Chaos spark is identical to chaos bolt except that it has a range of 60 feet, it cannot leap to new targets, and the damage works differently. To determine the damage, roll two d8s, and then choose one of the d8s to be the amount of damage and the other to be the damage type, following the table used by chaos bolt. 11 You gain teleportitis for one minute. While afflicted, at the start of each turn, roll a d8 to determine a direction, then a d20 to determine how many feet you teleport in that direction. If that location is occupied, you teleport to the farthest unoccupied space between you and that location. Remove disease ends this effect.
2 For the next minute, you cannot spend sorcery points. 12 You cast confusion centered on yourself.
3 You lose 2 sorcery points. 13 Roll 1d6 on this table and use that result.
4 You lose one of the lowest-level sorcerer spell slots you have remaining. 14 You are frightened by the nearest creature until the end of your next turn.
5 For the next minute, you cannot cast any spell with “chaos” or “prismatic” in the spell’s name. 15 You are surrounded by faint, ethereal music for the next minute.
6 You gain a level of exhaustion. 16 You cast grease centered on yourself.
7 You turn into a sheep until the end of your next turn, as if from polymorph. 17 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
8 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 18 You cast compelled duel on the nearest foe that did not attack you or force you to make a saving throw last round. The spell lasts 1 round and doesn’t require concentration, and cannot end early.
9 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 19 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
10 You cast chaos bolt on yourself, as if cast from the highest-level spell slot you have (it does not consume any spell slot). If it leaps to a new target, you still choose which creature it leaps to. 20 You time-travel to the start of your next turn. You appear in the same space you previously occupied, or the nearest unoccupied space if it is occupied.

Surge of Power

At 1st level, when you complete the casting of a spell during a Wild Magic Flow, you may play a number of additional spells from your hand up to your proficiency bonus. These spells are not cast, and spell slots are not consumed for them. Instead, for each spell played, you gain one of the following for the spell you are casting:

  • Surge Self. Add 1 to your level.
  • Surge Slot. Add 1 to the slot level (max 9th).
  • Metasurge. Subtract 1 sorcery point from Metamagic costs.

Any number of these abilities can be used in any combination so long as you have played enough extra spells, and they stack with themselves.

Colors of Magic

At 6th level, when you cast chaos bolt with the flow from a spell slot of 4th level or higher (including bonuses from Surge of Power), you may convert it into prismatic ray, instead, even if you do not know it or even if you cannot know it because you do not know any 4th-level spells. Usually, Surge of Power cannot allow a slot to support a higher-level spell because you must complete the casting before using Surge of Power; this is a special feature for chaos bolt.

Finally, whenever you cast a “prismatic” sorcerer spell from a higher level spell slot, you can roll another d8 for each slot level above the minimum and choose which roll to use for the spell’s color. This does not add any additional rolls to the extra rolls on an 8.


Beginning at 14th level, when you finish a Wild Magic Flow, you may choose to become Overdrawn. If you do, you draw your entire deck for a new, special Wild Magic Flow that ends at the end of your turn. While Overdrawn, you ignore any exhaustion you have, ignore the verbal and somatic components on sorcerer spells, and your body itself counts as an arcane focus for sorcerer spells. Finally, while Overdrawn, Surge of Power can increase the effective spell slot beyond 9th. At the end of your Overdrawn turn, you gain a level of exhaustion, and you cannot begin another Wild Magic Flow for 1 minute.

Additionally, when you cast chaos bolt with the flow from a spell slot of 7th or higher level (including bonuses from Surge of Power), you may convert it into prismatic spray instead, even if you do not or cannot know that spell.

Perfect Flow

Once you reach 18th level, your Surge of Power can increase the effective spell slot of your spells beyond 9th even while not Overdrawn, and you no longer gain a level of exhaustion after being Overdrawn.

Additionally, when you cast chaos bolt with the flow from a spell slot of 9th or higher level (including bonuses from Surge of Power), you may convert it into prismatic wall instead, even if you do not know that spell.

New Spell

This new 4th-level evocation, prismatic ray, is available to sorcerers and wizards. It is not a ritual.

Spell Description

Prismatic Ray

4th-level evocation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A beam of light, rapidly shifting between colors, projects out from your hand. Make a ranged spell attack against the target. The effect of a hit depends what color the beam was at the moment it struck; roll a d8 to determine what that was:

  1. Red. The target takes 10d6 fire damage.
  2. Orange. The target takes 10d6 acid damage.
  3. Yellow. The target takes 10d6 lightning damage.
  4. Green. The target takes 10d6 poison damage.
  5. Blue. The target takes 10d6 cold damage.
  6. Indigo. The target is restrained. At the end of each of its turns, the target must make a Constitution saving throw. If it succeeds, it is no longer restrained and the spell ends. If it fails three Constitution saves, it permanently turns to stone and is subject to the petrified condition.
  7. Violet. The target is blinded. At the start of your next turn, the target must make a Wisdom saving throw. On a success, the blindness ends. On a failure, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes).
  8. Special. The target is struck at the moment of transition between two colors. Roll twice more, rerolling any 8.

Is my Wild Magic rewrite balanced?

I despise the Player’s Handbook version of the Wild Magic sorcerous origin—I think it’s poor, lazy design that causes entirely unnecessary strife at the table. There are ways to capture the feeling of chaos and “wild magic” without resorting to shoving an extra responsibility in the DM’s lap. I think Wizards of the Coast can do better—because they have in the past. And taking cues from those better-designed examples, I think I can do better too. But I don’t know D&D 5e as well, so I need help making sure I’ve got the balance right, and I’d also appreciate knowing if any of my verbiage or formatting betrays my stronger familiarity with D&D 3.5e and Pathfinder.

So this is my take on the Wild Magic sorcerous origin. I’ve written it up in what is meant to be the “official” style, and stylistic/formatting/wording critiques are welcome if I’ve missed the mark on that. And anything found to be confusing or ambiguous definitely needs sorting out. But the larger question, of course, is whether the result is balanced and playable. Balancing should be in line with other sorcerous origins, ideally among the better of them (from my understanding, Divine Soul, Draconic, and Shadow are seen as better than Storm or the original Wild Magic).

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following wild magic option is available to a sorcerer, instead of the wild magic origin offered in the Player’s Handbook.

Wild Magic

None can tell where your magic comes from; it is fickle, inconstant, and unique. Some might associate it with the forces of chaos, whether Limbo or demons or the fey, or those places in the multiverse where reality is frayed and all magic takes on some of the volatility that yours exhibits everywhere. But none of these is a perfect match; there is no perfect match to be found anywhere else—your magic is yours.

Wild Magic Surge

Starting when you choose this origin at 1st level, whenever you cast a sorcerer spell of 1st-level or higher, its casting time is increased by 1 round. Sorcerer spells ordinarily cast as a bonus action or reaction are not affected.

After each short rest, choose a number of different sorcerer cantrips and/or spells you know equal to 3 + your proficiency bonus. These spells are your “Deck.” You can begin a Wild Magic Surge on any of your turns to randomly draw a number of spells from your Deck equal to your proficiency bonus. Drawn spells form your “Hand.” You may “Play” a spell from your Hand in order to cast it without extending the casting time (it still consumes its usual spell slot). Once Played, a spell is no longer in your Hand and cannot be Played again for the rest of the Wild Magic Surge. On each of your turns after beginning a Wild Magic Surge, you draw one more spell at random from the Deck. If there are no spells left in the Deck at the start of your turn, the Wild Magic Surge ends.

At the end of a Wild Magic Surge, roll a d20. If you roll a number lower than the number of spells you drew but did not cast during the Wild Magic Surge, roll on the Wild Magic Surge table to create a random magical effect.

Starting a Wild Magic Surge is not an action, it’s simply something you can do on your turn. Very few conditions can prevent you from starting a Wild Magic Surge: being petrified, unconscious, or dead, being already in a Wild Magic Surge, or having recently been Overdrawn (see below), each prevent you from starting a surge. A charm effect could convince or compel you to choose not to. But you can begin a Wild Magic Surge in any other condition. You do not need any rest between Wild Magic Surges; you can start a new Wild Magic Surge the moment a previous one ends, if you wish (after rolling on the Wild Magic Surge table, if necessary).

This is what makes a Wild Magic sorcerer all about Wild Magic. They have a hard time forcing exactly the spell they want at any given time, but if they go with the flow, they can cast spells without difficulty. Surging like this can draw upon dangerous energies, though the risks remain low.

This design is based on that of the crusader from 3.5e’s Tome of Battle, which used the same kind of deck (readied maneuvers) that you draw (granted maneuvers) and play (initiating them). That design worked phenomenally for the crusader (seriously, one of my favorite classes in D&D history), but there is a distinct difference between maneuvers and spells in this case: the crusader’s maneuvers were almost all about attacking. It didn’t necessarily matter all that much if you drew fancy attack 3 instead of fancy attack 4. Sorcerer spells are a lot more niche and varied, where drawing Protection from Energy when you really need Dispel Magic is a big problem. What I’d kind of like to do is come up with some appropriate cost you could pay (/risk you could take) to allow you to just cast any spell you know. Fitting such a feature in is tricky, though—this feature is already massive. And I’m not quite sure what the cost/risk should be. It would have to be enough that you would generally prefer not to and prefer to go with what you drew.

Anyway, note that this feature is, entirely, downside. That is relevant to the next feature. Also, in case there was any doubt, the Wild Magic Surge table referenced here is the same as the one in the Player’s Handbook version of the Wild Magic sorcerous origin. I don’t love this—that table has serious problems even if it’s not being thrust into the DM’s lap—but as a risk/cost, something to avoid, it might work, plus I gather some people like it and it’s a bunch of work I don’t have to do. I’d consider an alternative cost if anyone’s got any great ideas, though.

Surge of Power

Starting at 1st level, when casting a spell during a Wild Magic Surge, you may choose to play another spell. The second spell is not cast; instead, the first spell is improved. Choose one of the following improvements:

  • You gain a +1 bonus to any spell attacks made as part of the first spell.
  • The saving throw DC of the first spell increases by +1.
  • The duration of the first spell is increased by 1 round for every minute in its original duration.
  • The first spell is treated as if it had been cast from a spell slot one level higher than it actually was. You may only choose this improvement if the second spell was higher level than the first.

And here is why you might consider bothering with the whole Wild Magic thing—that wild magic can power up your spells. Originally I had just gone with +1 spell slot level, as in the last bullet, without requiring that the sacrificed spell be higher level, but it seemed too strong for something you could theoretically do every round. Still, I do want this to be good, because as discussed, Wild Magic Surge is purely downside.

Note that Surge of Power plays a spell without casting it—since it was played, you can’t cast it. That means it will necessarily count against you at the end of the Wild Magic Surge, increasing the risk of random magical side-effects.


Starting at 6th level, when casting a spell during a Wild Magic Surge, you may choose to play another spell. The second spell is not cast; instead, the first spell gains the benefit of any Metamagic ability you know without spending sorcery points. The level of the second spell must meet or exceed twice the regular sorcery point cost of the Metamagic, however.

Sort of obvious (I think?) extension of Surge of Power. Unsure if the ratio of sorcery points to sacrificed spell level is right, but it feels right looking at the sorcery point costs of the the Metamagic effects in Player’s Handbook. (Does any other source include more Metamagic options?)


At 14th level, when you reach the end of your Wild Magic Surge, you may choose to become Overdrawn. If you do, you draw your entire deck (even those spells already played during the wild magic surge) and extend your Wild Magic Surge until the end of your turn. At the end of your Overdrawn turn, you gain a level of exhaustion, and you cannot begin another Wild Magic Surge for 1 minute.

This requires surging for three rounds before you can activate it, which means it’s probably only an option in big boss fights—which is kind of the idea! But if you can’t finish things with this power, you’re also kind of taking yourself out of the fight, since for a whole minute you are stuck with extended casting times.


Beginning at 18th level, if you would die, you can interrupt whatever event is killing you in order to take an immediate extra turn. For the extra turn, you recover any features you ordinarily would with a short rest, you become Overdrawn, and you gain a temporary 9th-level sorcerer spell slot. At the end of this turn, your own magic tears you apart, as if you had been killed by Disintegrate. (Any creature whose action was interrupted does not get the opportunity to choose to do something else with their action as a result of you being disintegrated.)

I love this feature, it seems narratively appropriate, like just the kind of thing you’d expect a Wild Magic sorcerer to do, and the considerable power on offer seems appropriately balanced by the huge and obvious downside—you have to die! Ultimately, though, as much as I love this, I’m not sure it’s such a great idea to dedicate an entire class feature to something you really want to never use. Best case scenario, this becomes a Crowning Moment of Awesome for the end of a campaign, but is it a good idea to have a feature that, in the best case, is only ever used once?

Can a target escape a Wild Shaped Portable Hole/Bag of Holding

Inspired by this question here: Can you use Wild Shape to meld a Bag of Holding into your Wild Shape form while creatures are inside the Bag of Holding?

Portable holes state that you can use a strength check to escape it and appear within 5 feet of the holder, so if you have a creature in a portable hole, and then wild shape into some form, does that creature still have the ability to escape the hole using a strength check?

Does a Bag of holding follow the same, either trapping a target or allowing escape?

Does that mean a party could trick a big bad into the hole via a looney-toons style pitfall trap, pick it up, Wild shape, and then just wait for them to suffocate? That sounds ridiculous, and hilarious.