Just always use Tides of Chaos on your Initiative roll.
Is this even possible with Tides of Chaos? Is an initiative roll considered an ability check?
Yet another who has registered here as a new user. Thanks for a fantastic guide Cognomen.
Just always use Tides of Chaos on your Initiative roll.
Is this even possible with Tides of Chaos? Is an initiative roll considered an ability check?
Yet another who has registered here as a new user. Thanks for a fantastic guide Cognomen.
Maybe it's worth mentioning how the ancient's lvl 7 aura of warding can play well with wild magic, especially since it is not the only reason to go that high with paladin (you mentioned most of the reasons up to 6, apart perhaps that the few extra hp would help you be closer to enemies for better wild magic effects).Paladin – The natural paring if you want to make a melee-oriented sorcerer. You are no more multiple-attribute dependent than a single-class paladin, but there is a trade-off to consider. If you start as a sorcerer, you do not get heavy-armor proficiency for multiclassing into paladin, even though you must have at least 13 Str. If you start paladin, you lose the sorcerer's proficiency in Con saves. Whichever route you go, what you get from paladin is weapon and armor proficiencies, a healing feature and evil radar, an expanded spell list including bless and healing, and divine smite, which you can pump sorcerer spell slots into for frequent burst damage—though that won't trigger wild-magic surges, obviously. If you keep going beyond level two, you get divine health, channel divinity, oath spells and features, an extra attack, and, at six paladin levels, aura of protection. It's the rare class that rewards you at almost every level, and as a half-caster, it doesn't completely stunt your spell-slot acquisition.
Depending on your level, you might be sacrificing controlled chaos.Maybe it's worth mentioning how the ancient's lvl 7 aura of warding can play well with wild magic, especially since it is not the only reason to go that high with paladin (you mentioned most of the reasons up to 6, apart perhaps that the few extra hp would help you be closer to enemies for better wild magic effects).
I'm new to D&D 5e and the WMS. Noob question: Can you use Tides of Chaos and have a Wild Magic Surge on the same spell, on the same turn?
For example: I cast Scorching Ray, then I use Tides of Chaos to gain advantage on one of my rays of fire. After I'm done with Scorching Ray, the DM can have me roll on the Surge table immediately. I think I'm stretching the rules, but I wanted someone else's opinion on the matter.
Totally within the rules, though, as always, it's the DM's opinion that matters most.
WILD MAGIC SURGE
... Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
TIDES OF CHAOS
... 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.
Player's Handbook Errata said:Wild Magic Surge (p. 103). A surge can happen once per turn. If a surge effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.