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If you’re a seasonedDungeons & Dragonsplayer who feels simply rolling for skill checks doesn’t add enough suspense to your campaign, it may be time to try a wild magic sorcerer.
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This subclass is designed to add more chaos to a campaign, so it’s best for players who are comfortable role-playing and reacting to unexpected happenings. It’s a wild card (sorry) that brings many new possibilities to the table and will definitely change how your party plays. It’s one of the most entertaining classes in all of DND since you never know what can happen.
What Are Sorcery Points And Metamagic?
Starting at second level, all sorcerers receive two sorcery points that can be usedfor creating spell slots or using metamagic.The number of sorcery points you have isequal to your sorcerer level.
You regain expended sorcery points after a long rest,and when you reach 20th level you’re able to regain four extended points per short rest.

When you create spell slots with sorcery points,the higher level the spell slot, the more they cost.
Your spell slots disappear after a long rest, so make sure to use them.

Youcan also do the reverseand convert spell slots into sorcery points.
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At third level you get access to metamagic, which you can use toalter spells when you cast them.
Unless otherwise stated you can only use one effect on a spell at a time.
You begin with two metamagic options, and you gain more at higher levels.
Sorcery Point Cost
Quickened Spell
You can cast spells with a casting time of one action as a bonus action.
Twinned Spell
Spells that only target one creature other than yourself can now target a second creature in range.
Equal to the spell’s level, one if cantrip
You can cast a spell without somatic or verbal components.
Careful Spell
When casting a spell that requires a saving throw, you may choose a number of creatures within range equal to your Charisma modifier and have them automatically succeed.
Distant Spell
you may double the range of any spell that has a range of five feet or greater. Alternatively, if the spell has a range of touch, you can increase it up to 30ft.
Empowered Spell
When casting a spell, you can reroll a number of damage dice up to equal to your Charisma modifier. You can do this even if you have chosen another metamagic option.
Extended Spell
you’re able to double the duration of a spell that lasts one minute or longer up to 24 hours.
Heightened Spell
When casting a spell that requires a creature to make a saving throw, you can give them disadvantage on the first saving throw.
Wild Magic Sorcerer Class Features
At first level, you’ll choosewild magicas your sorcerous origin and begin gaining the following features.
Wild Magic Surge
Whenever a wild magic sorcerer casts a spell,they roll an extra d20. If they roll a one, the player then rolls a percentile dice anda random effect will happen.
You can trigger it once per turn, so you don’t have to keep rolling if you have multiple spells you’d like to cast after triggering it (presuming you can cast anything).
Some of these effects are good, some are bad, and some are just weird or random, that’s the point!
Don’t avoid spells just because you’re nervous about triggering wild magic, it’s more fun to take the risk.
When you trigger a wild magic surge,you can’t use metamagic on it, nor will the spell require concentration.Spells last for their full duration unless stated otherwise.
Tides Of Chaos
In addition to the wild magic surge, you’ll also receive tides of chaos at first level. Once per long rest you’re able to use this feature togain advantage on an attack roll, saving throw, or ability check.
Alternatively, before you finish a long rest, your Dungeon Master can have you roll on the wild magic surge table whenyou cast a first level sorcerer spell or higher.
After this, youregain one useof tides of chaos.
Bend Luck
Starting at sixth level, you can spend two sorcery points to roll 1d4 and then chooseto add or subtract that number to another creature’s roll.
You must do thisbeforethe DM explains the effects of a roll.
Controlled Chaos
Once you hit 14th level, you can roll on the wild magic surge table twice andchoose one of the two effectsit lands on.
There’s no official rulefor what to do if you roll the same number twice. Ask your DM what they want.
Spell Bombardment
Your final class feature isspell bombardment at 18th level.
When you roll damage for a spell androll the highest number on one of your dice(e.g. an 8 on a d8), you can choose to roll one of your dice again and that to your roll.
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Best Spells For A Wild Magic Sorcerer
Sorcerers useCharisma as their spell casting statand their level determines how many spells they know and which spells they have access to.
Whenever you level up you canchoose one spell you know and replace itwith another from the sorcerer spell list.
If you want to trigger wild magic surge often, thenit’s best to have a variety of spellsfor combat and role-play, so you can cast as many spells as possible.
Power Word Kill
Best Feats For A Wild Magic Sorcerer
Rather than take an ability score improvement, you can take a feat. When selecting feats some goals it can help to focus on are:
Crossbow Expert
Sinceyou already gain proficiency in light crossbowsfrom being a sorcerer, it makes a good secondary combat option.
This feat meansyou don’t receive disadvantagewhen using a ranged attack (including spells) on a creature within five feet of you.
You can alsouse a bonus action to attack with a loaded crossbowafter attacking with a one-handed weapon.
Finally, youignore the loading qualityof crossbows with which you are proficient.
Durable
With this feat, the minimum number of hit points you regain while using Hit Die is equal to twice your constitution modifier (minimum of two).
This means you canheal more the more you invest in Constitution.
Elemental Adept
When taking this feat you can choose one damage type out of acid, fire, cold, lightning, or thunder and your spells will ignore resistance to that damage type.
you’re able to also boost the damage of these spellsby treating any one rolled on the damage dice as a two.
You can take this feat multiple times and use a different damage type each time.
Magic Initiate
You can learn two cantrips and one first level spell from a class list of your choice. When you use the first level spell you gain from this feat, youcan’t cast it again until after finishing a long rest.
This spell does not provide spell slots, so you will use one of your own.
Spell Sniper
For spells that require attack rolls, the range is doubled and theyignore half and three-quarters cover.
You can also learn one attacking cantripfrom any spell list.
War Caster
You haveadvantage on checks to maintain your concentrationfor spells, and canuse your reaction to cast a spellinstead of making an opportunity attack.
Fey Touched/Shadow Touched
These two work the same way, they simply grant you different spells.
Both of them allow you to choose to increase either your Intelligence, Wisdom, or Charisma modifier, and then take a cantrip and a first level spell of your choice.
you’re able to cast the first level spellwithout a spell slotonce per long rest.
ForFey Touchedyou gain the misty step cantrip and a spell from the divination or enchantment schools of magic.
ForShadow Touchedyou gain the invisibility cantrip and a spell from the illusion or necromancy schools of magic.
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Best Species For A Wild Magic Sorcerer
Your species choice can further help you gain extra spells, proficiencies, and boosts to your stats. Here are some good options to consider:
Extra combat proficiencies, Constitution boost, resistance to poison
Extra spells, advantage against being charmed, extra combat proficiencies
Breath weapon for non-magic attack option, Charisma boost, extra resistance
Advantage on Intelligence, Charisma, and Wisdom saving throws against magic
Charisma boost, extra spells, fire resistance
Best Stats For A Wild Magic Sorcerer
The main stat you shouldensure is decent is your Charisma,which you use for spell casting. Otherwise, choose to focus on stats that fit your character or playstyle.
Spell casting stat for cleric and druid spells.