CrashFiend82
Explorer
I was just thinking this same, and intended to make a post. Specifically I have a player in an upcoming campaign that will likely play a wild magic sorcerer. We made a few modifications to give the player control over the abilities. I also was thinking of adding "domain" spells or something similar. So time for opinions, why would you limit it to 1 spell and not 2 like the UA? It is still far fewer known than a wizard, also any suggestions for spells, for each "domain", primarily interested in wild magic?