
Sorcerer Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
Creating a Sorcerer
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
QUICK BUILD
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.
The Sorcerer Table
Level | Proficiency | Sorcery | Features | Cantrips | Spells | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | 3 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | 4 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Two daggers
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL |
SORCERY POINT COST |
---|---|
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.
Draconic Bloodline Legacy This doesn't reflect the latest rules and lore. Learn More
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry
Dragon | Damage Type |
---|---|
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Green |
Poison |
Red |
Fire |
Silver |
Cold |
White |
Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
when you wanna play a wild magic sorcerer but cant buy the players handbook ;-;
I may be mistaken but Sorcerers actually can cast every spell they know without preparation, they dont have to memorize. On the point of versatility if you take the basically must have feat "Meta Magic Adept" my little Sorcerer's got 6 sorcerypoints and four metamagic disciplines at level 4. which is quite a lot and maskes the sorcerer quite versatile. Casting touch spells over range for example - cast Enhance ability on a party member 30ft away and add temporary hitpoints or casting suggestion on the guard as a subtle spell and send him off to buy flowers for the missus on the other end of town, noice. See using metamagic and burning through sorcerypoints IS the sorcerers thing and it makes him quite versatile if you play your cards right.
That said, I agree that there is room for improvement. As i wrote a couple of postings below I think the way Sorcerers use magic is misrepresented and I tried to make a little workaround that imho works within the standing rules of spellcasting. I also think it should be possible for the Sorcerer to slightly alter a spell or its effects. So the Sorcerer is homebrew central, it needs a lot of interaction with the DM. For example I made a deal with my DM so that if I twin Mage hand, which is grey zony when it comes to rules, it can carry double the weight, or I can make it invisible but i have to cast it as a first level.
The Sorcerer is by far the most creative Spellcaster class of them all, because he creates magic instead of using it. That makes it pretty hard to cast that into universial rules because basically the sorcerer shouldn't need spells.
ceterum censeo the cantrip list for Sorcerers should be about 4 pages long. :)
The problem with sorcerers is that they aren't as good as a cleric or druid in support, nor as versatile as wizard or bard, while suffering the same or more limitations. Especially since they're not notably stronger than any other spellcasting class without burning a bunch of their sorcery points and spell slots. Here's some changes I'd suggest.
Allow a higher charisma to allow a sorcerer to know more spells or allow a sorcerer to cast any spell on their spell list without preparation by using sorcery points (up to a level that they can cast, obviously). That's my biggest problem with the class, honestly. But if the class needs even more versatility, give every Sorcerous Origin a list of spells that make sense for the origin, like giving Storm Sorcerers call lightning.
I just hate that sorcerer is only good if you multi class.
Warlock/sorc cast a quick spell mental prison followed by a eldritch blast with repelling blast invocation. Potential of 18d10 in one turn +x if you have agonizing blast as well at level 14. If they failed their save they should now be dead... oh forgot about the extra d10 for a crit with eldritch blast, with which you have advantage because your target is blinded
How to wreak absolute havoc on anything
18th Ab Mind
Warping Implosion something that fails its save
Make your Implosion happen 30 feet above the ground
Watch it fall
Quick spell reverse gravity
Send thing up 100 feet
Watch it fall
If they failed the save, you dealt 3d10+13d6 damage and should have put their body through enough inertia to cause a concussion
My friend is planning on running a short campaign once we finish our current Call of Cthulhu one. I'm planning on using Aberrant Mind, but I am also very interested in Storm. Level 10 to start, has to be human or Custom Lineage (for story purposes, we're an entirely human party).
How could I use Storm sorcerer effectively?
I'm playing a clockwork sorcerer but don't have the option to reselect sub spells with any abjuration or transmutation the way the feature says. Anyone know how to do it or a good workaround?
Well yes, I get it, the thing with the entity probably wasn't the best way to express that and you could play a Warlock that way. My intention was to figure out how to play a sorcerer at the table without changing the basic rules of spellcasting, as I said without wiggling fingers, and mumbling formulae as all the other casters do, it's a description what that well of magic inside does to the sorcerer when he taps into it replacing the ritualized necessities in order to keep up things like ab NPC being able to see and/or hear the casting and not being able to cast in certain circumstances. While the other casters on the table wiggle and mumble I describe what happens to my skin and what eerie sounds may appear - it's designed for a wild magic sorcerer who was born in the feywild on top of it (rolled). My DM accepted that I am, as you said, an arcane focus, so that's the only real concession, no one can remove my arcane focus, because it's my body, but I never intended to gain benefit - it is just RP flavour, making my character a little more unique and the NPC's can react to an unusual situation - like people who are quite familiar with wizards and magic per se performed for once see something new and unknown.
I agree with your main statement of sorcerers being misrepresented, as well as them being the weave. It absolutely makes sense for sorcerer to deliver different verbal and somatic components than a typical sorcerer. I do feel the character you went with reminds me more of a warlock than a sorcerer though, what with the talk of entities and marks. Personally, I think the only change it really needs is for the sorcerer to be considered an arcane focus.
The way Sorcery works is, I think, misrepresented in D&D. The way sorcerers cast spells is unique and completely different from all other Spellcaster Class. By using components of any kind they manipulate the weave and this ability comes through granted power, being granted by Divinity, as a gift from powerful entities, through scientific research or the spirit of nature. They are using tools, rituals, concentration aids for their craft. The sorcerer is on a completely different page. He doesn't manipulate the weave, he IS the weave. Spellcasting is something instinctive, intuitive, it's the manifestation of a natural talent. It's like asking a Bird how to angle its wings for a graceful dive, it decides to dive and it happens, no thought or conscious action is necessary. Now I understand "legally" why Sorcerers are treated like every other Spellcaster, but it doesn't compliment the uniqueness of the class, which is a bit sad especially when it comes to roleplaying. So I had this Idea how to express this uniqueness within the basic rules of spellcasting. This is the way i worked out for my own sorcerer and is not meant to be viewed as the definitive way to do it. The somatic component manifests itself as animated lines and patterns crawling over the skin of the sorcerer, themed by the spells use, school or force, density and intensity according to the grade of the spell, accompanied by involuntary spasms. The vocal components are not produced by the sorcerer himself, but created by the magic boiling inside of him. They can be static, frequency-tones, bells, aetheral voices or sound distortions of the surroundings. Material components are like treats for a pet, rewards for the effort and are absorbed by the magic within, as if it was a semiconscious entity within the sorcerer - multiple personality, those guys are a tad nuts, but so it should be. So you can see and hear the casting (except you use subtle spell) and are able to react on it (even if it is very uncommon). The restrictive rules - bound, gaged, silenced etc. apply because the entity doesn't like you to be restricted against your will. This is designed for a "wild magic" sorcerer, but can be used with every other subclass in a tailormade variety. I think it is a working way to add the proper "flavour" to the class. So what do you guys think - total BS or nice spice?
I don't think you understand how prepared spellcasting works. You can't prepare "too many Fireballs" Because you don't prepare spells into slots in this edition, you just prepare a list from your spells known and use your spell slots the same as a spells known caster. (As a part of every prepared spellcaster's description on preparing spells is the text "Casting the spell doesn’t remove it from your list of prepared spells.")
It's true. Sorcerer was designed with its metamagic options in mind. The problem is, they overestimated how powerful those abilities were. Metamagic is absolutely strong, but not enough to make up for just how lackluster your spells known is. Font of Magic, the ability to turn points into more spell slots, can be good but is extremely inefficient. And neither take away from how you get at most 15 spells unless you got extra from your subclass, so sorcerers always end up taking the same spells over and over.
That does help a bit, but can you elaborate a bit more on how the first level feature frees up your options a bit please? It requires you to cast a leveled spell immediately before or after to use it, so at that point you might as well just Misty Step because then you still have an action to cast a cantrip like Firebolt or Mind Sliver.
I never thought about the Cloudkill thing. That's one hell of an Uno Reverse card. I don't think it works RAW, though, because the spell says it rolls away from the caster, not with the wind.
For expanded spells, I think personally I'd just give it back the expanded spell list it had in the UA. No idea why that was cut.
Well, there is some punishing, but it's more about being able to do things that would be riskier for other squishy casters. You can get a little bit closer, and do a little more maneuvering, without putting yourself in as much danger.
Also, if your DM uses interesting terrain, you can use that flying hop to get to an advantageous position.
The extra guaranteed damage for close-range lightning and thunder spells is not heavy damage, but it's not nothing (almost as good as adding 1d6 damage to creatures near you, rising to 1d8 at 8th level, 1d10 at 10th level, and so on), and it might force some concentration saves. If you need to rush in to extract an ally from a hairy situation, you can make that Thunder Step hurt a little more.
Combine this with your 1st-level maneuverability, and you should have a much easier time keeping enemies at bay.
Unfortunately, most campaigns end well before 14th level.
I don't need to tell you what's great about the 18th-level feature, but that's an 18th-level feature.
This subclass is for tactical players who can make use of maneuverability to be more aggressive. You can lean into that by picking a race with its own mobility benefits. Or maybe you use that extra speed to cover the downsides of being a mountain dwarf, who can wear medium armor (which means you can risk being attacked a little more often), or a lightfoot halfling who can walk through larger creatures' spaces.
This subclass is an invitation to the DM to get creative with weather and terrain so you have opportunities to shine. It's a good subclass to use if you're going to spend time on sailing ships.
There are sorcerer subclasses that add more to your raw power, especially through the mid-game. If raw power is important for being able to have fun in your campaign, ask your DM if you can add an expanded spell list with some cool lightning/thunder/weather spells, maybe starting with one themed spell at each spell level. As a suggestion, choose one for each spell level (and each time you gain a level, you can swap one of these spells for another one of these spells of the same level):
These would all play into the Storm Sorcerer's themes: movement, protecting yourself, pushing opponents around, and ultimately controlling the weather. I'd be tempted to give this subclass the Gust cantrip for free just to encourage its use.
They know less spells because of Font of Magic/ Metamagic
I thought I just purchased the wild magic class. Why doesn't it show up as an option?
best class
Does anybody remember a wild mage having an advantage with the Deck of Many Things?
YES! same spells known as bards