D&D (2024) Wild Magic Sorcerer is Best Sorcerer Subclass

Mistwell

Crusty Old Meatwad
Going through the new Wild Magic sorcerer, with the massive change to Tides of Chaos which basically let's you use the Wild Magic table every other round, and looking at the new Wild Magic table, I gotta say I think this is the best Sorcerer subclass now.

While before this subclass could wreck your party with an unexpected fireball on top of you, that's all gone.

From my analysis, the odds of something bad happening are now down to 20%. And none of the bad things are all that bad anymore. All but a couple are limited to harming just the sorcerer. The bad things are (4% chance for each):

25 to 28Miss a turn
37 to 40Potted Plant 1 turn, Incapacitated, Vulnerable to Damage
69 to 72Frightened until end of next turn
77 to 80Random Creature in 60' poisoned 1d4 hours
93 to 96You and all in 30 feet vulnerable Piercing damage 1 min
.

Of these, missing a turn (either on astral plane or as a potted plant) is not that big a deal, being frightened is not that big a deal, vulnerable to piercing can be a big deal but more often will be meaningless. Really, it's 50% chance an ally is poisoned for 1d4 hours that's bad. Poisoned isn't that bad though, and can be cured by lesser restoration.

Meanwhile, of the remaining 80% of results, I'd say about 10% are neutral silly stuff, and the remaining 70% are outright good to great. Most of the list is effectively around a 1st through third level spell, with some of it more powerful than that.

It sure seems like you can give yourself advantage on a roll every other turn, and then give yourself essentially an extra free concentration-less extra spell most of the time every other round.

A combat can go:

Turn 1. Advantage on Initiative (Tides of Chaos used), Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed)
Turn 2. Cast spell with Advantage on spell attack roll (Tides of Chaos used)
Turn 3. Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed)
Turn 4. Cast spell with Advantage on spell attack roll (Tides of Chaos used)
Turn 5. Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed)

You get three Advantage uses on a d20 Test, and three Wild Magic Surge results, with 70% chance for each that they're a good to great additional benefit equal to another spell. I am ignoring that those rounds without a Wild Surge roll do have a 5% chance of a Wild Surge roll for those as well.

This seems not just fun, but really powerful!

Am I missing something here? This seems like the most powerful Sorcerer subclass now to me. Far more powerful than the other 3 options.
 
Last edited:

log in or register to remove this ad

The new Wild Surge list in spreadsheet form:

Roll every turn
Roll every turn
Roll every turn
Roll every turn
Summon Creature
Summon Creature
Summon Creature
Summon Creature
Heal 5hp every turn for 10 turns
Heal 5hp every turn for 10 turns
Heal 5hp every turn for 10 turns
Heal 5hp every turn for 10 turns
Creatures disadv vs your next spell
Creatures disadv vs your next spell
Creatures disadv vs your next spell
Creatures disadv vs your next spell
Silly harmless stuff
Silly harmless stuff
Silly harmless stuff
Silly harmless stuff
Action spells become bonus action 1 min
Action spells become bonus action 1 min
Action spells become bonus action 1 min
Action spells become bonus action 1 min
Miss a turn
Miss a turn
Miss a turn
Miss a turn
Max damage on damage spell
Max damage on damage spell
Max damage on damage spell
Max damage on damage spell
Resistance to all damage next min
Resistance to all damage next min
Resistance to all damage next min
Resistance to all damage next min
Potted Plant, Incapacitated, Vulnerable to Damage
Potted Plant, Incapacitated, Vulnerable to Damage
Potted Plant, Incapacitated, Vulnerable to Damage
Potted Plant, Incapacitated, Vulnerable to Damage
Teleport as bonus action 1 min
Teleport as bonus action 1 min
Teleport as bonus action 1 min
Teleport as bonus action 1 min
Invis 4 allies 1 min
Invis 4 allies 1 min
Invis 4 allies 1 min
Invis 4 allies 1 min
Plus 2 AC and Immune Magic Missile 1 min
Plus 2 AC and Immune Magic Missile 1 min
Plus 2 AC and Immune Magic Missile 1 min
Plus 2 AC and Immune Magic Missile 1 min
One extra action this turn
One extra action this turn
One extra action this turn
One extra action this turn
Cast Random spell from list (almost all good)
Cast Random spell from list (almost all good)
Cast Random spell from list (almost all good)
Cast Random spell from list (almost all good)
Touch causes fire 1 min
Touch causes fire 1 min
Touch causes fire 1 min
Touch causes fire 1 min
Reincarnated Automatically on death next hour
Reincarnated Automatically on death next hour
Reincarnated Automatically on death next hour
Reincarnated Automatically on death next hour
Frightened until end of next turn
Frightened until end of next turn
Frightened until end of next turn
Frightened until end of next turn
Teleport 60 feet
Teleport 60 feet
Teleport 60 feet
Teleport 60 feet
Random Creature in 60' poisoned 1d4 hours
Random Creature in 60' poisoned 1d4 hours
Random Creature in 60' poisoned 1d4 hours
Random Creature in 60' poisoned 1d4 hours
Blind creatures who end turn next to you 1 min
Blind creatures who end turn next to you 1 min
Blind creatures who end turn next to you 1 min
Blind creatures who end turn next to you 1 min
Deal d10 Necro Damage 3 targets, heal that
Deal d10 Necro Damage 3 targets, heal that
Deal d10 Necro Damage 3 targets, heal that
Deal d10 Necro Damage 3 targets, heal that
Deal 4d10 Damage 3 creatures in 30 feet
Deal 4d10 Damage 3 creatures in 30 feet
Deal 4d10 Damage 3 creatures in 30 feet
Deal 4d10 Damage 3 creatures in 30 feet
You and all in 30 feed vulnerable Piercing damage 1 min
You and all in 30 feed vulnerable Piercing damage 1 min
You and all in 30 feed vulnerable Piercing damage 1 min
You and all in 30 feed vulnerable Piercing damage 1 min
Gain something good from list
Gain something good from list
Gain something good from list
Gain something good from list
 

You don't get extra spells. Otherwise I almost agree. Personally we like extra spells.

What the best one is varies but the wild, dragon and aberrent mind all have a claim.

It's close enough I wouldn't argue over any of those 3 claiming to be the best.

New wild magic table is mostly positive. I like the dragon sorcerer as a control one as well.

I would also put the Sorcerer as an S tier class overall.
 

You don't get extra spells. Otherwise I almost agree. Personally we like extra spells.

Most extra spells are mediocre though. Example: people like Aberrant Sorcerer. Here are their extra spells:

Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver
Hunger of Hadar, Sending
Evard’s Black Tentacles, Summon Aberration
Rary’s Telepathic Bond, Telekinesis


Of that list, really there are 3 spells you'd use on a regular basis. The rest are situational or redundant.

It was a really good subclass when you could swap out those extra spells. But you can't do that with the 2024 rules.

Meanwhile, Wild Sorc is getting you either advantage, a bonus extra spell (70% chance), or sometimes both every round. That's far more powerful than eventually three extra good spell preparations.
 

Most extra spells are mediocre though. Example: people like Aberrant Sorcerer. Here are their extra spells:

Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver
Hunger of Hadar, Sending
Evard’s Black Tentacles, Summon Aberration
Rary’s Telepathic Bond, Telekinesis


Of that list, really there are 3 spells you'd use on a regular basis. The rest are situational or redundant.

It was a really good subclass when you could swap out those extra spells. But you can't do that with the 2024 rules.

Meanwhile, Wild Sorc is getting you either advantage, a bonus extra spell (70% chance), or sometimes both every round. That's far more powerful than eventually three extra good spell preparations.

Aware. I rate dragon sorcerer higher myself.


I've been aware of wild magic sorcerer for a while. It got mentioned in my chromatic orb thread. I was wondering how long it would be.

There's around 6 spells on aberrent mind I'm happy to have. I put Dragon and Wild higher.
 

Of that list, really there are 3 spells you'd use on a regular basis. The rest are situational or redundant.
Having more situational spells allows you to be ready for more situations.


I still agree that wild is best though. As you get to "cast" more spells, without spending an action, slot, or points.


Though what is the order of operations for Tides of Chaos? Like if I use it to get advantage on Scorching Ray, does that trigger the surge immediately after the spell?
 




Yeah it was one of the best ones in Tashas. It's still good just not as good as the other ones.

When they took away the flexible Clockwork spell list they should have improved the Bastion of Law feature to make up for it.

They still have access to Aid and Wall of Force so it's still not too bad.
 

Trending content

Remove ads

Top