So I'm thinking of rolling a Wild Mage Sorc in an upcoming game but I have a few questions. I get the Wild Magic Surge and Tides of Chaos dynamic and think it's probably best to stick to cantrips outside at level 1 to avoid killing the group. IMO, not that big of a deal since at level 1 I probably just take Mage Armor and Shield. Both would still have a 5% chance of proccing a Wild Magic Surge and then a 2% chance at the self cast Fireball, but I can always stand by myself and cast Mage Armor and at level 1 I probably won't need to cast Shield often.
But I'm curious about one other rolls. 49-50 "You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth."
So obviously that means I probably have to attack with a dagger, crossbow or something. But are there any spells, specifically low level spells that don't require verbal components?
Go to the Game Rules Tab on DDB, Click Spells View All. When there click show advanced filters and refine your search from there. This will give you a list of the available spells within your search parameters.
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Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
sorcerers also get meta magic specifically the one that removes the verbal and somatic components. Recommended Priority for wild magic sorcerers in case of emergency.
Also I would still encourage Using tides of chaos for every spellslot used. surge as often as possible its basically a Really low chance of actually damaging the party. and the annoying ones can be worked around or countered if need be.
even if you cast fireball on yourself if you got tides of chaos you can use it for advantage on a death save.
Also, I'm currently playing a wild magic sorcerer at the moment, and I've only ever rolled a 1 on the d20 roll for wild magic surge once out of I've lost count how many times I've cast a spell above level 1, so I wouldn't worry about restricting your spell usage to cantrips.
Also, I'm currently playing a wild magic sorcerer at the moment, and I've only ever rolled a 1 on the d20 roll for wild magic surge once out of I've lost count how many times I've cast a spell above level 1, so I wouldn't worry about restricting your spell usage to cantrips.
I feel like you are undercutting your self. check tides of chaos. (with emphasis)
Tides of Chaos
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. Once you do so, you must finish a long rest before you can use this feature again.
Any 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. You then regain the use of this feature.
This means you can Get advantage as many times as spell slots assuming the dm lets you refresh each time. This is where I was saying a dm that doesn't refresh often is hindering the main benefit of the wild mage. The problem is the player needs to remind the dm they can refresh abilities for an auto surge. No Wild mage player should Plan for the nat 1 surges. That is not playing the class effectively.
Also, I'm currently playing a wild magic sorcerer at the moment, and I've only ever rolled a 1 on the d20 roll for wild magic surge once out of I've lost count how many times I've cast a spell above level 1, so I wouldn't worry about restricting your spell usage to cantrips.
I feel like you are undercutting your self. check tides of chaos. (with emphasis)
Tides of Chaos
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. Once you do so, you must finish a long rest before you can use this feature again.
Any 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. You then regain the use of this feature.
This means you can Get advantage as many times as spell slots assuming the dm lets you refresh each time. This is where I was saying a dm that doesn't refresh often is hindering the main benefit of the wild mage. The problem is the player needs to remind the dm they can refresh abilities for an auto surge. No Wild mage player should Plan for the nat 1 surges. That is not playing the class effectively.
Well, I usually don't get much chance to use Tides of Chaos as often as I would normally as most of the rest of the party has abilities that grant advantage that they usually use which cover the whole party or when I did use it, the circumstances wound up with the battle being ended and us going right into a long rest. It's not a case of me undercutting myself, just the circumstances that have occurred in our game. I have discussed with the GM and we have a system we use so he knows I've used it and he can let me know when I can surge.
I have used it and gotten to surge once from it though, and wound up with the flowers and butterfly affects. However, regarding OP, I still wouldn't limit myself to using just cantrips to avoid rolling the d20, which is what they were saying.
Tides works on any attack roll, ability check, or saving throw.
Initiative is a ability check. Death saving throws still count. attempting skills counts. counter spell counts for a skill check Or (going back to my original comment) take spells that use attack rolls so you can immediately surge/refresh after the spell.
Another point is even if you have advantage from one source you can choose to not use it. That would allow you to grant advantage to yourself and still surge. or think of it as granting advantage twice but since you can't get double advantage you only get it once but you still can refresh tides.
Also there might be a issue where the dm is going overboard on granting advantage. Flanking is an optional rule and many players ask for it but I find it generally is too much. Help action on skills usually require both to be trained in the skill. Many spells or abilities only grant advantage on one attack not all of them.
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So I'm thinking of rolling a Wild Mage Sorc in an upcoming game but I have a few questions. I get the Wild Magic Surge and Tides of Chaos dynamic and think it's probably best to stick to cantrips outside at level 1 to avoid killing the group. IMO, not that big of a deal since at level 1 I probably just take Mage Armor and Shield. Both would still have a 5% chance of proccing a Wild Magic Surge and then a 2% chance at the self cast Fireball, but I can always stand by myself and cast Mage Armor and at level 1 I probably won't need to cast Shield often.
But I'm curious about one other rolls. 49-50 "You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth."
So obviously that means I probably have to attack with a dagger, crossbow or something. But are there any spells, specifically low level spells that don't require verbal components?
Go to the Game Rules Tab on DDB, Click Spells View All. When there click show advanced filters and refine your search from there. This will give you a list of the available spells within your search parameters.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
Thanks!
Also, I'm currently playing a wild magic sorcerer at the moment, and I've only ever rolled a 1 on the d20 roll for wild magic surge once out of I've lost count how many times I've cast a spell above level 1, so I wouldn't worry about restricting your spell usage to cantrips.
I feel like you are undercutting your self. check tides of chaos. (with emphasis)
Tides of Chaos
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. Once you do so, you must finish a long rest before you can use this feature again.
Any 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. You then regain the use of this feature.
This means you can Get advantage as many times as spell slots assuming the dm lets you refresh each time. This is where I was saying a dm that doesn't refresh often is hindering the main benefit of the wild mage. The problem is the player needs to remind the dm they can refresh abilities for an auto surge. No Wild mage player should Plan for the nat 1 surges. That is not playing the class effectively.
Well, I usually don't get much chance to use Tides of Chaos as often as I would normally as most of the rest of the party has abilities that grant advantage that they usually use which cover the whole party or when I did use it, the circumstances wound up with the battle being ended and us going right into a long rest. It's not a case of me undercutting myself, just the circumstances that have occurred in our game. I have discussed with the GM and we have a system we use so he knows I've used it and he can let me know when I can surge.
I have used it and gotten to surge once from it though, and wound up with the flowers and butterfly affects. However, regarding OP, I still wouldn't limit myself to using just cantrips to avoid rolling the d20, which is what they were saying.
Tides works on any attack roll, ability check, or saving throw.
Initiative is a ability check. Death saving throws still count. attempting skills counts. counter spell counts for a skill check Or (going back to my original comment) take spells that use attack rolls so you can immediately surge/refresh after the spell.
Another point is even if you have advantage from one source you can choose to not use it. That would allow you to grant advantage to yourself and still surge. or think of it as granting advantage twice but since you can't get double advantage you only get it once but you still can refresh tides.
Also there might be a issue where the dm is going overboard on granting advantage. Flanking is an optional rule and many players ask for it but I find it generally is too much. Help action on skills usually require both to be trained in the skill. Many spells or abilities only grant advantage on one attack not all of them.