I'm confused by some things about it. If I used it would I then roll Wild Magic Surge on the D100 table my next turn? And after that roll would I then get Tides of Chaos back? I'm unsure how it works.
Your DM decides. Normally your DM can have you roll a d20 after you cast a Sorcerer spell of 1st level or higher. On rolls of 1 you then roll on the Wild Magic Surge Table to trigger the appropriate effect.
However if your Tides of Chaos ability is on "cooldown" your DM can have you roll on the Wild Magic Surge Table immediately after you cast a Sorcerer spell of 1st level or higher bypassing the normal d20 you would normally have to roll. If your DM chooses this option then you would get your Tides of Chaos use back.
So in a nutshell its your DMs decision on when to trigger Wild Magic Surge and whether or not to forego the d20 roll (if your Tides of Chaos is on cooldown).
As ThelonelyMagi says your DM chooses when/if it happens; as a Wild Magic Sorcerer it's important to have a discussion with your DM about this as Tides of Chaos is basically the core feature of the sub-class early on, so being able to reliably recharge it (with a random consequence) is extremely useful, but it's very much a push-your-luck type mechanic as you could do it and get one of the worse results on the table (definitely don't do it while stood too close to your party, just to be safe).
Same with the normal roll; some DM's may prefer you to roll all the time, but others might not. You'll probably want to find a balance between rolling all the time and getting fewer automatic surges (due to having used Tides of Chaos) or have fewer rolls and more automatic surges, you probably don't want both (roll every time + automatic surges)… or maybe you do?
It's a bit weird that Wild Magic isn't more explicit in this regard, as a lot is put on your DM for handling this, which is partly why you want to discuss it with them, because most DMs aren't going to want to be in charge of it; you'll probably want to set out a way that you as the player can handle it so the DM can just focus on running the game.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
As stated, this subclass is *very* dependent on your DM
If you're DM doesn't feel like calling rolls or setting a rule, i.e. every leveled spell after Tides of Chaos, then you basically get nothing...
But if your DM is willing to let you have fun, this subclass is really good. Don't like missing on your damage dealing spells? Give yourself advantage, cast a first level spell and then roll on the chart. Then you still have your advantage available for a save or stuck throw. This can be pretty strong with say Elven Accuracy so you get *three* rolls to hit.
I strongly recommend asking your DM if you can roll after every leveled spell. There are some chances that you'll get some bad choices...and even the good ones can be somewhat circumstantial, but near constant advantage is really good
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I'm confused by some things about it. If I used it would I then roll Wild Magic Surge on the D100 table my next turn? And after that roll would I then get Tides of Chaos back? I'm unsure how it works.
Your DM decides. Normally your DM can have you roll a d20 after you cast a Sorcerer spell of 1st level or higher. On rolls of 1 you then roll on the Wild Magic Surge Table to trigger the appropriate effect.
However if your Tides of Chaos ability is on "cooldown" your DM can have you roll on the Wild Magic Surge Table immediately after you cast a Sorcerer spell of 1st level or higher bypassing the normal d20 you would normally have to roll. If your DM chooses this option then you would get your Tides of Chaos use back.
So in a nutshell its your DMs decision on when to trigger Wild Magic Surge and whether or not to forego the d20 roll (if your Tides of Chaos is on cooldown).
As ThelonelyMagi says your DM chooses when/if it happens; as a Wild Magic Sorcerer it's important to have a discussion with your DM about this as Tides of Chaos is basically the core feature of the sub-class early on, so being able to reliably recharge it (with a random consequence) is extremely useful, but it's very much a push-your-luck type mechanic as you could do it and get one of the worse results on the table (definitely don't do it while stood too close to your party, just to be safe).
Same with the normal roll; some DM's may prefer you to roll all the time, but others might not. You'll probably want to find a balance between rolling all the time and getting fewer automatic surges (due to having used Tides of Chaos) or have fewer rolls and more automatic surges, you probably don't want both (roll every time + automatic surges)… or maybe you do?
It's a bit weird that Wild Magic isn't more explicit in this regard, as a lot is put on your DM for handling this, which is partly why you want to discuss it with them, because most DMs aren't going to want to be in charge of it; you'll probably want to set out a way that you as the player can handle it so the DM can just focus on running the game.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
As stated, this subclass is *very* dependent on your DM
If you're DM doesn't feel like calling rolls or setting a rule, i.e. every leveled spell after Tides of Chaos, then you basically get nothing...
But if your DM is willing to let you have fun, this subclass is really good. Don't like missing on your damage dealing spells? Give yourself advantage, cast a first level spell and then roll on the chart. Then you still have your advantage available for a save or stuck throw. This can be pretty strong with say Elven Accuracy so you get *three* rolls to hit.
I strongly recommend asking your DM if you can roll after every leveled spell. There are some chances that you'll get some bad choices...and even the good ones can be somewhat circumstantial, but near constant advantage is really good