Wild Magic (sorcerer subclass)
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See also: For the Barbarian version, see Wild Magic (barbarian subclass).
Wild Magic is one of the Subclasses of Sorcerer. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain Advantage on rolls, in exchange for their magic becoming more erratic and surging more often.
Subclass features edit

Level 1
- Wild Magic
- Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magical effect.
- Tides of Chaos
- Activate to gain Advantage on your next Attack roll, Ability check, or Saving throw. Increased chance of surge afterwards.
Level 6
- Bend Luck (2 )
- Give a target a 1d4 bonus or penalty to Ability checks. You can also apply this bonus or penalty to a target's Attack roll or Saving throw as a Reaction.
Level 11
- Controlled Chaos ()
- Induce a Wild Magic Surge Effect on a nearby spellcaster casting a Spell.
Wild Magic Surge effects edit
| Effect | Min Level | Description | 
|---|---|---|
| Action Surge | 1 | You gain an additional action this turn. | 
| Blur | 1 | Each creature within 9 m / 30 ft becomes Blurred. | 
| Burning | 2 | Each creature and item within 6 m / 20 ft starts burning and takes 1d6Fire per turn. | 
| Cambion | 10 | Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | 
| Cats and Dogs | 2 | Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog. | 
| Enchant Weapons | 1 | Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Force. | 
| Enlarge/Reduce | 2 | Each creature within 9 m / 30 ft is randomly Enlarged or Reduced. | 
| Entangle | 2 | Create a vine surface around yourself, slowing down creatures, possibly Entangling them. | 
| Explosive Healing | 1 | When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit points per Spell Slot level used. | 
| Flight | 2 | You can Fly until the end of the turn. | 
| Fog | 1 | Create a cloud of fog around yourself. Creatures within are Heavily Obscured and Blinded. | 
| Polymorph | 2 | You are transformed into a beast. | 
| Resilient Sphere | 2 | Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved. | 
| Shield | 2 | Armour Class is increased by 5 and you are immune to the effects of Magic Missile | 
| Slow | 2 | You are Slowed. | 
| Sorcery Points | 2 | Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | 
| Speak with Animals | 2 | Gain the ability to comprehend and communicate with beasts. | 
| Spike Growth | 2 | Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Piercing for every 1.5 m / 5 ft it moves. | 
| Summon Mephit | 1 | Summon a hostile mephit. | 
| Swap | 1 | Swap positions with a target each time you cast a spell or cantrip. | 
| Telekinesis | 2 | Able to lift and throw objects and creatures with your mind until the end of your turn. | 
| Teleport | 1 | Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft | 
| Turn Magic | 2 | At the start of each turn, trigger a new random magical effect. | 
External links edit
Wild mage on the Forgotten Realms Wiki
 
			
		













































