Class is back in session. This week, the Weave trembles as a magical anomaly walks the face of the Material Plane. This person is a snarl in the Weave of Magic, and every time they pluck upon its strands, it sends strange vibrations throughout the tapestry, like a stone hurled into the ocean. These unexpected waves ripple outward for a time, causing bizarre effects upon the Material Plane, but causing no harm to the vastness of the Weave itself.
We’ve completed our first full rotation of the twelve classes, and exhausted all the content that the Basic Rules have to offer—as far as classes go, that is. This next wave of the Class 101 series will appraise every subclass within the Player’s Handbook and break down each subclass’s strengths, weaknesses, thematic elements, and everything else a player would want to know before playing that subclass. Because of this, you will need to own the Player’s Handbook (or purchase the subclass a la carte on the Marketplace) in order to make full use of this series.
Check out the other guides in the Class 101 series, like the broad overview of the sorcerer class in Sorcerer 101: A Beginner’s Guide to Innate Magic, and Sorcerer 101: Draconic Bloodline. If you’re interested in playing other classes, check out the entire Class 101 series.
Story of the Wild Magic Sorcerer
“You are reckless. Unwilling to learn control—vital control! I cannot teach you.”
“…Now two students are dead because of you. What do you have to say for yourself…?
“It’s a fireball! Run! It’s about to—!”
Voices of people long dead echoed through the sorcerer’s head. He walked alone, clad in simple traveler’s clothes and wearing a black cloak that had long since faded to gray. His hands twitched as memories raced through his head. Two mercenaries traveled behind him at a safe distance; he had asked them to give him a wide berth, even if they were traveling together. For their own safety.
The glint of a blade yanked the sorcerer from his thoughts. A hobgoblin—a deserter from her regiment, the sorcerer guessed, based on the tattered and ill-maintained armor she wore—held the sorcerer at swordpoint. The two mercenaries rushed forward, drawing their spears, but the sorcerer held up a hand and halted them. His gaze never left the hobgoblin’s, and his scowl never shifted beneath his unkempt beard.
“I’m about to charm you,” he said dully. “I’m about to tell you to lower the sword and let us on our way.”
The hobgoblin gave him a quizzical look. “What? Why are you—?” She shook her head and growled. With a voice like a whetstone sharpening steel, she said, “Doesn’t matter. Hand over your gold. Quick. I don’t want anyone to get hurt.”
“I don’t either,” the sorcerer said. His voice was placid, and glinting sparks of magic gathered around his fingertips. “This charm won’t hurt you,” he paused dramatically, “But I can’t guarantee that what happens next won’t.”
He didn’t wait for a reply. With a snap of his fingers, a cloud of pink dust engulfed the hobgoblin bandit’s head, and her snarling countenance melted into a calm and friendly smile. “Oh, so sorry,” she said, the lilt of the charm audible in her voice. She tilted the blade so that the flat end pointed towards the sorcerer. “Can you see the inscription on it? My mother was a blacksmith, she—Hey, wait!”
The sorcerer strode past her. His face was calm, but his spellcasting hand twitched. Tiny sparks fell from his fingertips, and the hairs on the back of his arm sizzled like matchsticks. “Control. Only with control,” he muttered as he walked away.
Wild Magic Features
Sorcerers who feel the untamed chaos of magic flowing within their veins are prone to explosive outbursts of power when they draw upon their spellcasting powers. They can also manipulate fate to a small degree as they become attuned to the chaos that suffuses their being. The sorcerer gains four subclass features at 1st, 6th, 14th, and 18th level. You can read all of the Wild Magic features in the Player’s Handbook. In summary, your subclass features allow you to:
- Experience a Wild Magic Surge randomly when casting a spell
- Manipulate fate to gain advantage on a roll, which can lead to a Wild Magic Surge
- Use sorcery points to affect another creature’s roll
- Control the results of your Wild Magic Surges—to a degree
- Deal immense damage with your offensive spells
Benefits of Wild Magic
The Wild Magic sorcerous origin is all about the Wild Magic Surge. The Wild Magic Surge table is a d100 table that takes up a full two-page spread in the Player’s Handbook, and you have a 1-in-20 chance to get to roll on it whenever you cast a spell of 1st-level or higher. These Wild Magic effects are sometimes helpful, sometimes destructive, and sometimes just strange, but they are guaranteed to inject chaos into your campaign. Sometimes the chaos is as limited as turning your skin blue, but it can be as tremendous as causing a fireball to instantly detonate around you with no thought to who might be standing nearby.
While these effects aren’t always a benefit mechanically, they can make playing D&D very fun if you don’t take yourself too seriously and just want to blow where the winds of fate take you. In addition to the all-important Wild Magic Surge, you do gain a few benefits that make you more powerful in combat, such as the ability to gain advantage whenever you want (provided your DM is liberal with forcing you to make Wild Magic Surges when using your Tides of Chaos feature, which you can read more about below), as well as the ability to spend sorcery points to use Bend Luck and affect your allies’ or enemies’ rolls.
Drawbacks of Wild Magic
Unfortunately, the Wild Magic sorcerous origin doesn’t give the sorcerer enough straightforward benefits to make it competitive with other sorcerous origins. At the same time, it doesn’t capitalize enough on the chaos of the Wild Magic Surge. Wild Magic Surge only activating 5% of the time you cast a spell feels like rubbish, especially when you only have three or four spell slots per day at low levels. Bend Luck directly competes with making Wild Magic Surges, since its excessively high sorcery point cost keeps you from turning sorcery points into spell slots (and thus, more chances to surge).
The slight level of control that Controlled Chaos gives you over your surge results is fun, but more often than not slows down the game while granting you an inconsequential choice between turning your skin blue or aging two years. Finally, Spell Bombardment is fun and powerful, but its arrival at 18th level makes it too little, too late.
Most egregious of all, however, is Tides of Chaos. This is a very powerful ability, and it has the potential to negate both main complaints listed above. This feature allows you to gain advantage on an attack roll, saving throw, or ability whenever you wish—truly powerful!—but you can’t use it again until you complete a long rest. However, after you’ve used this feature, your DM can decide to require you to roll a Wild Magic Surge when you cast a spell. You roll the surge and instantly regain the ability to use Tides of Chaos. The main problem with this feature is that DMs tend to forget to force you to surge, and thus “lock down” your usage of this feature.
This feature instantly becomes better if you talk with your DM and ask them to pay close attention to your Tides of Chaos usage and asking them to frequently call upon Wild Magic Surges. Perhaps you can have a token that you pass back and forth to show the Tides of Chaos ebbing and flowing. Alternatively, you can make a house rule that causes your next spell to always proc a Wild Magic Surge and restore your Tides of Chaos feature. This house rule is best used at low levels, when your spell slots are limited, otherwise the number of Wild Magic Surges you make could get wildly out of hand and drag down the game.
Suggested Build
As a sorcerer, you get to choose your Sorcerous Origin at 1st level! While this means that you get to reap the benefits of your subclass from the very beginning, it also means that you don’t have any time to “settle in” to your role and figure out how you want to play your character before making this big decision. Consider your subclass carefully!
You should choose a race that improves your Charisma score and either your Dexterity or Constitution scores. As a sorcerer, Charisma is your most important ability. Your spells are powered by your own confidence, force of personality, and determination—rather than any sort of formal study—which is represented by your Charisma. Dexterity helps give you a vital boost to your Armor Class, since you won’t be wearing much armor. On the other hand, Constitution does double duty by making it easier to hang onto spells that require concentration in addition to improving your hit points. Either choice is useful!
Tieflings make excellent sorcerers, since they boost your Charisma and also give you a few extra spells that you can cast as a racial ability rather than learning through your class. Half-elves are also great, since they come with a big Charisma boost and let you boost two other ability scores of your choice. Lightfoot halflings are both dexterous and charismatic, and their other racial traits will serve you well. If you don’t mind hating the sun, playing as a drow is an attractive proposition, since they also give you a boost to both Charisma and Dexterity, as well as a few extra spells. And, as always, the variant human race is never a bad pick.
Note that the spells you cast innately through your race can't activate your Wild Magic Surge, since they aren’t sorcerer spells.
As usual, your character’s background is up to you. Sorcerers can come from anywhere, since their magic spontaneously appears as a result of some arcane confluence. Unlike the Draconic Bloodline sorcerer, your magic powers aren’t necessarily related to your genealogy, though you may have another famous wild mage in your family tree. As such, any background suits you, and can make an equally interesting story. Consider how your wild magic improved or ruined your pre-adventuring life, and possibly set you on the path towards becoming a traveling adventurer.
Choose EQUIPMENT instead of GOLD at the end of character creation. Since you’ll probably be choosing at least one ranged damage-dealing cantrip, you can safely forgo choosing a light crossbow in favor of a simple weapon, like a quarterstaff or a dagger. Whether you choose an arcane focus or a component pouch is purely a flavor choice (do you like using a wand or a magical crystal to focus your arcane power into spells, or do you want to use eye of newt and toe of frog to make magic happen?). If you think you’ll be in dungeons a lot, take a dungeoneer’s pack. Otherwise, go explorer. Finally, you get two extra daggers. Nice!
Spells
Choosing spells is a big deal for any caster, but you need to be particularly choosey. Sorcerers don’t learn many spells over the course of their career, so you’ll want to get pretty familiar with your spells. You’ll be using them for a long time. Unless, of course, you take full advantage of spell swapping—that is, trading an old spell out for a new one when you gain a level.
You get four whole cantrips at 1st level, so you still have a handful to choose from! These are all the sorcerer cantrips from the Player’s Handbook that you can choose from. You should choose at least one long-range damage cantrip, one close-range damage cantrip, and two others of your choice that you can use for utility.
With your cantrips chosen, you now get to select two 1st-level spells that you know. You’ll learn one new spell every level until 10th level, and then one new spell every other level after that until 17th—at which point you’ll stop learning spells entirely. Choose wisely! You’ll want one spell marked OFFENSE, and one spell marked either DEFENSE or SOCIAL, depending on how you want to play your character.
Note that this list only includes some spells from the Player's Handbook, so if you want to choose more unusual spells, or have other sources like Xanathar's Guide to Everything, you'll have to do a little self-directed research. This list is just here to get you started if this is your first time playing a Wild Magic sorcerer.
- Burning hands (OFFENSE)
- Charm person (SOCIAL)
- Color spray (DEFENSE)
- Disguise self (SOCIAL)
- Magic missile (OFFENSE)
- Thunderwave (OFFENSE)
- Shield (DEFENSE)
Feats
At 4th level, you get to gain either an Ability Score Increase or a feat. Choosing an Ability Score Increase lets you increase one ability score by +2 (such as increasing your Charisma score from 16 to 18) or increase two ability scores by +1 (like increasing your Charisma from 15 to 16 and your Dexterity score from 13 to 14). Increasing your ability scores makes you better at a wide variety of things; for instance, increasing your Charisma score makes it easier to hit with your spell attacks and also make it harder for enemies to resist your spells that require saving throws.
Feats, on the other hand, give you a special ability that could be more helpful in a specific circumstance, as opposed to the broad improvement that an Ability Score Increase could give you. Dexterity is your most important ability score, since it governs your ability to hit with attacks. Once you’ve increased your Charisma score to 20 (its maximum value), or even just to 18 (a pretty good value), you may want to choose a feat. You can choose any feat you want to support your character concept, but there are some feats that may be more useful to your character than others.
Inspiring Leader. Your already-high Charisma makes you an excellent candidate to be the social face of your party. As your character becomes more confident in their own abilities, having them become a leader that inspires your allies to great deeds is an excellent story beat, with some good mechanics attached.
Ritual Caster. Unlike many other spellcasters, sorcerers can’t cast spells as rituals. They feel their spells intuitively, so the complexities of rituals are beyond them. This feat, however, lets you invest in a spellbook for ritual spells—perhaps as the result of wizards trying to tutor you in an attempt to control your wild magic. This precludes the need to spend your precious spell slots (and precious spells known) on ritual staples like detect magic and find familiar.
Spell Sniper. You want to be far away from combat—like, far away. You don’t have much in the way of defenses, so being able to snipe enemies from afar is an attractive option. Getting to choose a powerful off-class cantrip like eldritch blast is a nice side benefit.
If you want more advice for building a sorcerer, check out Sorcerer 101. Have you ever played a Wild Magic sorcerer? What advice would you give to players that want to play this subclass?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Explorer's Guide to Wildemount, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
Thx, Just asking for the future!
Ah! Thanks! I was under the impression you had to pick your chosen class' rituals, not any class.
I don't like this archetype. I love the flavor, and with a lot of work it can be very fun, but therein lies the problem. Most other classes that enjoy themselves requires so much less from the DM and player to make the class features interesting.
Agreed. I can’t help but notice that everyone commenting positively about this class also mentions how they houserule it in some way. If it can’t be played as written, then it is a poor design.
“…Now two students are dead because of you. What do you have to say for yourself…?"
Why is this guy being scolded like he broke a couple of chairs? XD
I don't know about "poor design," but the control elements of it are very much deliberate.
A lot of people talk about how much they hate wild mages, and more often than not it comes from a story where somebody played a wild mage that either derailed the campaign or sucked all the oxygen out of the room. It would be pretty disruptive for the party to be talking with the king, only for the wild mage to try to use Charm Person and accidentally set off a fireball that, even if it doesn't kill the entire party, has now killed the king and entirely changed the scope of the game. And if you're trying to get into the adventure, it might be tough to get some attention when the wild mage is constantly having some new wacky shenanigans to deal with because his magic went screwy.
In this iteration, it is entirely the purview of the GM to have the player roll for wild magic. This limits just how much trouble the wild mage can cause, but it comes with the detriment that a goodly number of your subclass features are controlled by the GM. If he locks you out or just doesn't remember to have you roll, you basically don't have a subclass.
It's definitely not for everyone, and it's not for every game. But I don't think you could make it "safe" without ruining what made it interesting in the first place.
It isn’t merely about the surge possibilities, but the other features of the class as well. Never mind that it is the only class that will eventually kill itself if it did nothing but step outside to an empty field and cast spells, the class also has a costly gamble element to its other abilities.
Advantage definitely improves the odds of a successful roll, but it doesn’t guarantee success. How many of us have rolled with advantage only to still fail? It happens. Compare that to extra hp and ac, or an extra spell known and a 2d4 roll per short rest to apply the same way ToC does.
Bend Luck can save an ally in a critical moment if that ally failed by no more than a differential of 4 to a roll. If the difference is a 1, then auto success! But what about 3 or 4? Two sorcery points is the equivalent of two first level spells in exchange value. A failure on that d4 roll to provide success is not worth that cost. Now true that BL can also be used against an enemy’s roll. However, the same issue as above applies and nothing in the rules says you get to see what the enemy rolled to be able to make the determination to apply BL.
I like the concept of the class and have played it. I’ve played many different classes with many different DMs. I’ve been a D&D fan since 2nd ed and even played with wild magic back then. The problem in this version is that the class abilities don’t compensate for the cost and are far too reliant on DM permission or fiat to play.
I really like that you aren't afraid to point out the glaring problems with many of the PHB subclasses, it's refreshing.
Thanks! As a designer myself, I don't like seeing folks on the internet bash my work. If I ever hear common complaints about a subclass and share them in this series, my goal is to give people fair warning and to help them find a way to play the class in a way that's more fun for them. You'll never see me being explicitly negative here, bashing on a piece of game design that a colleague of mine worked hard on, just for the sake of criticizing it. The goal is always to help people have fun, not create cheap schadenfreude.
My Tiger-Tabaxi Wild Soul Barbarian is trying to learn to control his magic. He is constantly trying to find willing PC or NPC mentors. As soon as he does, he’s multi-classing to Wild Magic Sorceror (after that level 5 extra attack has been locked in). The party is doomed. He’s already blowing them, himself and innocent bystanders up and lets face it, it’s only going to get worse. I have a table of very understanding players who are enjoying his enormous crises of conscience as the world burns around him. He’s already got a crystal focus that he stares into for hours on end, purring like a kitten. Their only hope is that he is too busy raging to cast spells...
I think the main flaw in the subclass is the fact that it does not give the DM or player any guidance at all regarding how often they should be rolling for Wild Magic, or how they should adjust this based on the campaign. Randomness is fine, but if the balancing factor is that the DM decides when the player should roll on the table (or when to roll to see if they get to roll on the table), the book absolutely needs to give guidance on that.
I am currently making a little troublemaking Tiefling Wild Magic Sorcerer, and can't wait to use her. She's gonna be a joy causing chaos in every sense with a particular bard at her side to clean up the mess, or at least keep them both alive
Lol.
Not bad, but IMO, spell sniper is pretty subjective based on campaign, most battles are within 100ft max in some campaigns; if not less. Personally given that the majority of Sorcerer's spells are AoE or Concentration based, I'd strongly recommend War Caster instead. Means to get around verbal/somatic can help a lot in RP and situations that block those, and advantage to Con saves for maintaining concentration is HUGE (especially later on if you're going for that twinning haste in melee heavy parties). Shield is 10/10, and Mage armor is nice but I much prefer the elven chain + shield to pad that AC to 21 for a round (and you haven't LIVED until you've face tanked a Green Salaad and a Polymorphed Frost Giant as a Sheep and looked your DM in the eye and said "can I have another?").
Wild magic can be huge! Especially if you roll well and abilities later on help you reign it in some, but also recommend discussing with your DM homebrew item/abilities that come with milestones to help you have more control as a player as you go up in level. Currently I have an Item that gives +5 spell attack and allows me to roll twice on the wild magic table and keep both active at the same time (sorta like a non sorcery point twinning). As well as an ability that allows you to for an instant determine keeping or canceling a wild magic roll, once per long rest which can be very CLUTCH when you're about to slime yourself with grease for the 5th time (sometimes, it be like that fam).
Ultimately the class and it's usefulness and fun stems entirely on what you discuss with your DM, your goals, and how they plan to aid you.
... Oh and IMO, Sleep is definitely and underappreciated spell in low levels.
IMO, Chaos Bolt is all well and good, but falls off pretty quick because of it's scaling only on the initial hit making it a con. waste for spell economy. But dat Chromatic orb doe, OOF. Nothing says wild like being able to make an attack that can be any element you wish.
The sorcerer equivalent of the Beastmaster Ranger.
Having a high-risk, high-reward chaotic spellcaster is a great concept... but ruined completely by substandard mechanics.
When the article and the comments are nothing but house-rules, you know a class has missed the mark.
(Incidentally, is this the same guy who insisted the Beatsmaster was a great class... once you'd given it a ton of non-standard magic items, GM fiat and house rules?)
I've often wondered about building a character who is a Wild Magic Sorcerer who tried to control his destructive magic by learning Evocation magic from the Wizard school...
This would involve multiclassing Wizard, but the "Evocation" Arcane Tradition would gain the "Sculpt Spells" feature, which allows dangerous evocation magic (like Fireball!) to not harm allies.
Now, the building might still catch fire, but the party COULD still survive.
It would be fascinating roleplay, too...maybe the sorcerer, who is afraid of their own abilities, met an evocation wizard who taught them not to fear their own power, but to channel and refine it instead.
"A fearsome storm might ravage the countryside...many might die, mind ye!...but ye would not curse the storm for being what it is. Fires, floods, quakes n' gales...these are the things we live with. The world be chaos...yet YOU possess a rare gift. Ye might not stop be able to hold back the tides o' chaos...but ye just might be able ta spare some from its wrath."
...or something like that.
I like it.
Tides of Chaos is the Wild Mage’s Bardic Inspiration (or a modest proposal) [YMMV]
Make Tides of Chaos usable 1/Wild Mage level per long rest (never short); Each use of ToC triggers a Wild Magic Surge (table) [primary mechanic]
(At the DM’s option) After the first WMS(t) of any session, any other WMS(t) becomes optional - prior to rolling
Wild Magic Fumble replaces Wild Magic Surge (ability) -- A “natural 1” for a spell attack roll triggers a WMS(t) and refreshes 1 use of ToC
Bend Luck becomes an alternative use for ToC (Like Cutting Words)
P.S. Bardic Inspiration raises total roll; Tides of Chaos raises average roll
P.S.S. TP Knockout - Sleep (as a 5th-level spell) rather than Fireball
Just forget this and use the 10000 effect compendium, much more chaos and you can blow up the sun