Sorcerer (Wild Magic)
Hit Points
Hit Dice: d6 per Sorcerer (Wild Magic) level
Hit Points at first Level: 6+ your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=1 +your Constitution modifier per Sorcerer level after 1st (minimum of 2 on the roll)
Proficiences
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Overview & Creation
Class Features
Level 1
Sorcerous Origin: Wild Magic
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. 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.
Wild Magic Surge Table
1d100 |
Effect |
1d100 |
Effect |
01-02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
51-52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
03-04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
53-54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. |
55-56 |
Your hair falls out but grows back within 24 hours. |
07-08 |
You cast Fireball as a 3rd-level spell centered on yourself. |
57-58 |
For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
09-10 |
You cast Magic Missile as a 5th-level spell. |
59-60 |
You regain your lowest-level expended spell slot. |
11-12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
61-62 |
For the next minute, you must shout when you speak. |
13-14 |
You cast Confusion centered on yourself. |
63-64 |
You cast Fog Cloud centered on yourself. |
15-16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
65-66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
17-18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
67-68 |
You are frightened by the nearest creature until the end of your next turn. |
19-20 |
You cast Grease centered on yourself. |
69-70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
21-22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
71-72 |
You gain resistance to all damage for the next minute. |
23-24 |
Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
73-74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
25-26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
75-76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
27-28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
77-78 |
You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
29-30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
79-80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
31-32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
81-82 |
You can take one additional action immediately |
33-34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
83-84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
35-36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
85-86 |
You cast Mirror Image. |
37-38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
87-88 |
You cast Fly on a random creature within 60 feet of you. |
39-40 |
You regain 2d10 hit points. |
89-90 |
You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
41-42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
91-92 |
If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
43-44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
93-94 |
Your size increases by one size category for the next minute. |
45-46 |
You cast Levitate on yourself. |
95-96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
97-98 |
You are surrounded by faint, ethereal music for the next minute. |
49-50 |
You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
99-100 |
You regain all expended sorcery points. |
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
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.
Level 2
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
- Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots
Spell Slot Level |
Sorcery Point Cost |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Level 3
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
- Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
- Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Level 4
Ability Score Improvement
When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.
Level 5
Level 6
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. 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. You can do so after the creature rolls but before any effects of the roll occur.
Level 7
Level 8
Ability Score Improvement
For detail see
Ability Score Improvement
Level 9
Level 10
Level 11
Level 12
Ability Score Improvement
For detail see
Ability Score Improvement
Level 13
Level 14
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Level 15
Level 16
Ability Score Improvement
For detail see
Ability Score Improvement
Level 17
Level 18
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Level 19
Level 20
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
Spellcasting
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Spell Slot Table
Level |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Subclass Options
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Source: Player's Handbook