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Subclass Sorcerer Wild Magic Sorcery

yoonmoonsik edited this page Jul 6, 2026 · 6 revisions

What Is the Wild Magic Sorcery?

The Wild Magic Sorcery is a Sorcerer subclass where casting spells risks triggering random magical effects from a Wild Magic Surge table. Wild Magic Surge at Level 3 rolls a d20 after casting a Sorcerer spell — on a 20, a random surge fires. Tides of Chaos gives you guaranteed Advantage on one d20 roll, but the next spell you cast (with a slot) automatically re-triggers a Wild Magic Surge check. Bend Luck at Level 6 spends 2 Sorcery Points to add or subtract 1d4 from any d20 roll you can see. Controlled Chaos at Level 11 rolls the Wild Magic Surge table twice and picks the result.

Class Features

Progression Overview

LEVEL FEATURE
3 Wild Magic Surge, Tides of Chaos
6 Bend Luck
11 Controlled Chaos

Level 3

Wild Magic Surge Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.

Additionally: if you have the Tides of Chaos feature active when you cast a spell, the Wild Magic Surge check becomes automatic and the Tides of Chaos recharges.

Tides of Chaos You can give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.

Level 6

Bend Luck When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your Reaction and spend 2 Sorcery Points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll.

Level 11

Controlled Chaos Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Wild Magic Surge Table

When a Wild Magic Surge triggers, roll 1d100 and apply the matching effect:

d100 Effect
1–4 For the next minute, this Wild Magic Surge effect triggers again at the start of each of your turns.
5 A Dog familiar, friendly toward you, appears next to you and disappears 1 minute later.
6 An Imp familiar, friendly toward you, appears next to you and disappears 1 minute later.
7 An Intellect Devourer, friendly toward you, appears next to you and disappears 1 minute later.
8 A Hollyphant, friendly toward you, appears next to you and disappears 1 minute later.
9–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast before the end of your next turn that involves a saving throw.
17 Your size increases by one size category for 1 minute.
18 Your size decreases by one size category for 1 minute.
19 For the next minute, you can cast spells even while you have the Silenced condition.
20 Clown makeup appears on your face and remains until you finish a Long Rest.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Ethereal Plane until the end of your next turn, as if by the Blink spell. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 Until the end of your next turn, roll each damage die twice for spells that deal damage, and use the higher result for each die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a Sheep until the start of your next turn. While you're a Sheep, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your form reverts immediately.
41–44 For the next minute, you can teleport up to 30 feet as a Bonus Action on each of your turns.
45–48 You have the Invisible condition for 1 minute. This invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast Mirror Image on yourself.
61–64 Each creature and item within a radius around you starts burning and takes fire damage per turn.
65–68 You gain the effects of the Death Ward spell until you finish a Long Rest.
69–72 You have the Frightened condition until the end of your next turn.
73–76 You cast Blur on yourself.
77–80 Create a cloud of fog around yourself. Creatures within are Heavily Obscured and Blinded.
81–84 Until the end of your next turn, each spell you cast restores Sorcery Points equal to its spell slot level.
85–88 Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes damage for every few feet it moves.
89–91 Swap positions with a target each time you cast a spell or cantrip.
92 Enchant the weapon of each creature within a radius around you. Their next attack is a Critical Hit and deals additional damage.
93–95 Able to lift and throw objects and creatures with your mind until the end of your turn.
96 You can Fly until the end of the turn.
97 When you hit a target with a spell, heal all creatures within a radius for an amount per spell slot level used.
98 Each creature within a radius is randomly transformed into either a cat or a dog.
99 Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside it. Movement speed is halved.
100 Summon a Cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.

Playstyle Notes

The Wild Magic Sorcery is the high-risk, high-reward Sorcerer subclass. Wild Magic Surge can fire every spell cast (on a d20 roll of 20) or every spell cast after Tides of Chaos — with effects ranging from beneficial (automatic Fireball centered on the nearest enemy, gain 5d10 TempHP) to disruptive (random teleportation, polymorph into a sheep). The unpredictability is the design.

Tides of Chaos is the subclass's most reliable combat tool: guaranteed Advantage on any one d20 test, with no cost beyond losing the option until your next spell. Used on a critical saving throw or an attack roll against a high-AC enemy, this is functionally a free Luck feature.

The key to Wild Magic Sorcery is that Tides of Chaos recharges when you cast a spell (with a slot). This means you can: use Tides of Chaos for Advantage → cast any spell (activates Wild Surge check) → Tides of Chaos recharges → repeat. The Wild Surge risk is the "cost" of keeping Tides of Chaos perpetually available.

Bend Luck at Level 6 is a consistent 2-Sorcery-Point investment for ±1d4 on any roll. Used on an enemy's saving throw (subtract 1d4) or on an ally's death save (add 1d4), it converts near-failures into successes at a higher rate than the raw probabilities suggest — critical at Level 6+ when encounters are decided by a handful of key rolls.

Controlled Chaos at Level 11 removes the worst Wild Magic Surge outcomes — rolling twice and choosing the better result filters out the most catastrophic effects while preserving the beneficial ones.

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