Wild Magic Sorcerer Build Guide – Unleashing Chaos – 2024 Update
Join the discussion on Reddit!
Article Disclaimers
For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
Finally, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Sorcerer Spell List and Spell Tier List
Why Wild Magic Sorcerer?
Wild Magic can be wild fun, and with the changes to the Wild Magic table, this subclass is substantially stronger than it used to be! While there are still definitely some bad results on the table, most of the results are neutral to good making this a much more consistent and a considerably stronger option, even for those who are looking to optimize.
Wild Magic Sorcerer Abilities Ranked
Wild Magic Surge (Level 3) – A+ Tier – While the old Wild Magic table was much more about being chaotic and fun, this table is much more powerful. With a 68% chance of getting an actively good effect or an 84% chance of receiving a good or neutral effect, most of the time, you are getting a nice addition to your spells.
Tides of Chaos (Level 3) – S- Tier – So you get advantage on any d20 test and you get to roll on the Wild Magic table when you cast a spell? This ability is obscenely good.
Bend Luck (Level 6) – B Tier – This won’t come up often, but when an average of 2.5 can really affect the outcome of an action, this is nearly free to use.
Controlled Chaos (Level 14) – A+ Tier – Wild Magic Surge is good and now you can mitigate rolling a bad or even neutral roll. Now the odds of you getting a bad effect is 2.5% versus 16% which is obviously a much nicer figure.
Tamed Surge (Level 18) – B Tier – Getting a free magical effect is nice, but only once per day does limit its usefulness. This is still a good ability regardless.
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 | Innate Sorcery Spellcasting | + Fire Bolt + Light (Aasimar) + Mage Hand + Minor Illusion + Prestidigitation + Chromatic Orb + Shield |
2 | Font of Magic Metamagic (Heightened Spell, Quickened Spell) | + Feather Fall + Silvery Barbs |
3 | Wild Magic Surge Tides of Chaos | + Suggestion + Web |
4 | Feat: Inspiring Leader (CHA) | + Shape Water + Misty Step |
5 | Sorcerous Restoration | + Counterspell + Fireball |
6 | Bend Luck | + Dispel Magic |
7 | – | – Fire Bolt + Sorcerous Burst + Polymorph |
8 | Feat: Speedy (CON) | + Wall of Fire |
9 | – | + Dimension Door + Wall of Stone |
10 | Metamagic (Subtle Spell) | + Elementalism + Absorb Elements |
11 | – | + Mass Suggestion |
12 | Feat: Charisma to 20 | None |
13 | – | – Chromatic Orb + Crown of Stars + Teleport |
14 | Controlled Chaos | None |
15 | – | + Dominate Monster |
16 | Feat: Constitution to 18 | None |
17 | Metamagic (Careful Spell) | + Wish |
18 | Tamed Surge | + Meteor Swarm |
19 | Epic Boon: Boon of Fate | + Gate |
20 | Arcane Apotheosis | + Scatter |
The Ultimate One D&D Sorcerer Guide
Not finding the build you want in this article? Check out this article instead!
Level One Build
Species: Aasimar
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+1 background) = 16 |
CONSTITUTION | 15 |
INTELLIGENCE | 8 |
WISDOM | 8 |
CHARISMA | 15 ( +2 background) = 17 |
Class: Sorcerer
Class Features: Innate Sorcery, Spellcasting
Skill Proficiencies: Insight and Persuasion
Background: Entertainer (Musician)
Starting Equipment: Spear, 2 Daggers, Arcane Focus, Dungeoneer’s Pack, and 28 gp + 50 gp from background
Starting Spells:
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Chromatic Orb |
1st Level Spell | Shield |
Species: Aasimar
The best species for your average build. Human is a consideration as well to grab Alert on top of Musician, but Aasimar just give a lot of value, and since you have a background you’re happy with, Aasimar is the next best choice.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+1 background) = 16 |
CONSTITUTION | 15 |
INTELLIGENCE | 8 |
WISDOM | 8 |
CHARISMA | 15 (+2 background) = 17 |
A Sorcerer’s main stat is Charisma so that has to be buffed. Beyond that, Dexterity and Constitution are most important to not get constantly downed, so pumping those up is also a great idea. Having a negative Wisdom modifier isn’t ideal so you can eat into your Dexterity and go down to a +2 modifier if you want the 0 on Wisdom, but that’s also personal preference.
Proficiencies: Insight and Persuasion
Per most Charisma casters, you’re likely going to be the “face” (the person who talks the most) of the party so being really good at that is generally a good thing.
Background: Entertainer
You need a background that gives you a bonus to Charisma at a minimum, but if you can get the best Origin feat to boot? This is an easy choice for Warlocks.
Starting Equipment – Spear, 2 Daggers, Arcane Focus, Dungeoneer’s Pack, and 28 gp + 50 gp from background
Standard Sorcerer fare, nothing novel.
Class – Sorcerer
Sorcerers get two inherent features at level one: Innate Sorcery and Spellcasting.
Innate Sorcery is a new feature from the 2024 Player’s Handbook, you can activate this twice per day as a bonus action to increase your spell save DC by 1 and to give yourself advantage on all your spell attack rolls. Save this for tough fights and this will be extremely helpful, especially for spells that require a spell attack.
Spellcasting has also been vastly improved for Sorcerer now that you both get to prepare spells rather than memorize them and you get to prepare significantly more spells than you could ever memorize from the 2014 rules.
Starting Spells
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Chromatic Orb |
1st Level Spell | Shield |
This is a pretty standard spell list of a lot of utility cantrips, a solid attack cantrip, and Shield for defense. The only difference is the use of Chromatic Orb over Magic Missile. In a real sense, Magic Missile is the stronger spell, but Chromatic Orb synergizes nicely with Tides of Chaos making it a relatively appealing damage option. However, the real reason I like it more is that Chromatic Orb is a chaotic spell and this is a chaotic class. If you want more consistency, go with Magic Missile, but I like taking Chromatic Orb here for the flavor.
A consideration some players who want maximum damage may want to make is whether you want to pick up True Strike rather than Fire Bolt right now. Technically speaking, True Strike is better than Fire Bolt if you’re using a Light Crossbow, but personally, I find having to track bolts be more annoying, even if it is a little bit better until level 5, so I personally like sticking with Fire Bolt.
The Build Level 2 Onward
Level 2-5
Level 2
Class Features: Font of Magic, Metamagic
Spell Change Log: + Feather Fall + Silvery Barbs
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
Your first class feature is Font of Magic which introduces Sorcery Points into the mix. Sorcery Points are your resource to either give you more spell slots or used to fuel Metamagic features!
Your second feature is the most emblematic Sorcerer features, Metamagic! I will always recommend taking the two best Metamagic features immediately – Heightened Spell and and Quickened Spell. Heightened Spell is excellent to make any spell with saving throws much harder for enemies to pass, especially useful for spells that have no effect if the enemy passes the save. Quickened Spell, on the other hand, does as advertised and lets you cast a spell as a bonus action if you need to do something else with your action. You shouldn’t be using this too much when you have so few sorcery points, but as you gain more sorcery points, this becomes a better and better option.
For your spells, you can pick up Feather Fall and Silvery Barbs.
I always like picking up Feather Fall early as you never know when you might be plummeting to your doom.
Silvery Barbs, on the other hand, is just the best first level spell in the game so I would always recommend taking it. If your table doesn’t allow Silvery Barbs, I would recommend taking something like Absorb Elements or Detect Magic instead.
Level 3
Subclass: Wild Magic
Class Features: Wild Magic Surge, Tides of Chaos
Spell Change Log: + Suggestion + Web
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
Your first ability is the whole reason you likely chose this class – Wild Magic Surge. Once per turn when you cast a spell, you get to play the magical lottery and see if you get a good effect or not. That said, while the old Wild Magic Surge table was much more split in good, bad, and neutral effects, this one is much more stacked for good abilities.
To put that into numbers, there are 25 total outcomes on the table (some require additional rolls, but 25 potential rolls), 17 of the effects are actively good (with one of these being a 1/8 being bad, but good otherwise which makes it a good roll statistically), 4 Neutral rolls (one of them that could be good, one of them can swing either way, two which don’t really matter much), and 4 Bad (these can be a bit brutal, but none of the effects are fight losing like some of the effects on the old table). That means you have a 68% chance of getting a good effect from this table or an 84% chance of a neutral to good effect. If you’re slinging a lot of spells in a day, you’ll obviously be subject to bad effects often enough, but you’ll mostly be getting great abilities, and even the bad abilities can be mitigated by staying away from your party. So all that being said, this ability went from a purely fun gimmick ability to a deceptively strong ability that makes this subclass much more powerful than many may give it credit for.
The second ability is Tides of Chaos which is also really strong. Getting advantage on any d20 test is super nice, and better yet, you refresh this by casting a spell which then triggers your Wild Magic Surge. Since rolling on the table is great, being able to do it consistently is obviously good on top of Tides of Chaos itself being a good game.
For your spell choices this level, I really like picking up the excellent Suggestion and Web. Both are obscenely strong combat spells, but where Suggestion is better against a single target (or in a fight with fewer, tougher enemies), Web excels when there are a lot of enemies on the battlefield to gum up. That said, they are both awesome pretty much no matter what, so you can’t go wrong having both of them.
Level 4
Feat: Inspiring Leader (CHA)
Spell Change Log: + Shape Water + Misty Step
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
Since you want to get that coveted 18 Charisma, you should take the excellent half feat – Inspiring Leader. Inspiring Leader gives you and your team a good amount of temporary health at the end of every short or long rest which is really powerful. If you already have an ally with this feat, you can opt for War Caster instead as the temporary health won’t stack. If you do keep this feat, don’t forget about using Musician as well!
You get an additional cantrip at this point, and I would stick with more utility ones so Shape Water works well.
For spells, it’s hard to go wrong with the incredible Misty Step. Being able to reposition yourself out of danger for just a bonus action is extremely powerful, and pretty much any spellcaster who can afford to take this, should.
Level 5
Class Feature: Sorcerous Restoration
Spell Change Log: + Counterspell + Hypnotic Pattern
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Hypnotic Pattern |
For your class ability, you get what was formerly the level 20 Sorcerer ability – Sorcerous Restoration. Rather than regaining 4 sorcery points per long rest, once per day, you can recover half of your sorcery points instead. While this is obviously a weaker ability, it’s ironically not substantially weaker than the previous ability! Obviously this isn’t going to recover too many right now, but as you climb in levels, this is only going to get better and better.
For your actual spell choices, I like picking up Counterspell and Hypnotic Pattern.
Even though it’s been a little nerfed, Counterspell is still invaluable for every caster to have. To potentially deprive the enemy of their action only at the cost of your reaction is incredibly powerful.
For your second spell, you have to pick up Hypnotic Pattern. While I generally have a slight preference for Fireball, Hypnotic Pattern is likely the better spell and works better in this build as it synergizes extremely well with Hound of Ill-Omen next level. An excellent spell synergizing with an excellent ability is a recipe for success.
Level 6-10
Level 6
Class Features: Bend Luck
Spell Change Log: + Dispel Magic
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
You get your third subclass feature with Bend Luck! For a sorcery point and your reaction, you can impose a minor advantage or penalty to someone else’s roll. Compared to Tides of Chaos, this is nice that you get to see the number of the roll first before deciding, but the amount added (or subtracted) is so low that it’s not going to be used often. That said, even if you can’t use it often, being able to change the potential outcome of a roll is very powerful.
For spells, I really like picking up Dispel Magic. You won’t always be able to Counterspell a scary magical effect, so having both is a really good way to cover your bases.
Level 7
Spell Change Log: – Fire Bolt / + Sorcerous Burst + Polymorph
SPELL LEVEL | SPELL NAME |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Polymorph |
For your first (and only) cantrip swap, I like moving off of Fire Bolt to grab Sorcerous Burst. While Sorcerous Burst will technically deal two less damage than Fire Bolt at this level, being able to choose the element you’re attacking with will likely start being important once you run into more damage resistances/immunities. If the idea of 1 less average damage haunts you, you can instead swap out a utility cantrip you don’t find yourself using.
For your spell choice, you absolutely have to take Polymorph the second you are allowed to. Polymorph is simply one of the best spells in the game, and it’s particularly good at getting yourself or allies back into a fight when you/they are low on health, spell slots, or other relevant resources. Going from near dead into a Giant Ape or Tyrannosaurus Rex is quite nice!
Level 8
Feat: Speedy (CON)
Spell Change Log: + Wall of Fire
SPELL LEVEL | SPELL NAME |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
You get your next feat for level 8, and while you could push your Charisma to 20, I like taking Speedy to increase your Constitution! Having extra speed and enemies having disadvantage on hitting you with opportunity attacks can be life saving in tough encounters.
For your spell choice, I really like picking up the excellent Wall of Fire! Good range, amazing AOE coverage, and solid damage make this a really potent spell for any encounter.
Level 9
Spell Change Log: + Dimension Door + Wall of Stone
SPELL LEVEL | SPELL NAME |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
For your spell choices, you get to pick up Dimension Door and Wall of Stone.
Dimension Door is one of the best teleporation spells in the game as you can get pretty far without even seeing your destination, something generally reserved for higher level spells. Since you can also take someone with you, this is excellent for infiltrations, escapes, or repositioning on a big battlefield with a friend.
Wall of Stone is definitely a bit at odds with Wall of Fire, but I like having both options. Where Wall of Fire is better at incinerating goons while you deal with one big boss, Wall of Stone is better at separating stronger enemies from one another to give you more time to work on one. As the slabs from Wall of Stone are pretty hearty, it should take most enemies at least an action or two to break through.
Level 10
Class Features: Metamagic (Subtle Spell)
Spell Change Log: + Elementalism + Absorb Elements
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
Level 10 brings your your third Metamagic feature, final cantrip choice, and another spell!
For your third Metamagic feature, I personally like Subtle Spell. Being able to spellcast without giving away that it’s you casting the spell can be really powerful in situations where you need to be covert. Furthermore, many anti-magic measures like Silence or Counterspell don’t work against Subtle Spell giving additional utility there.
For your final cantrip, as you already have all the ones you’re realistically interested in, I like picking up Elementalism. It is a worse Prestidigitation, but it has enough differences to make this a solid option.
For your spell choice, I like picking up a first level spell, Absorb Elements! Large chunks of elemental damage is going to become more common as you enter the later levels, so having some means to defend against it is extremely welcome.
Level 11-15
Level 11
Spell Change Log: + Mass Suggestion
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
Level 11 is yet another easy level up as the only sixth level spell I’m very interested in is Mass Suggestion. Suggestion is incredible, and being able to possibly do that to TWELVE targets is extremely powerful.
Level 12
Feat: Charisma to 20
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Chromatic Orb |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
You’re now at the point where you aren’t getting a new spell every level, and this spell list is very well rounded so no changes needed at this point.
For your ASI, it’s time to max out your Charisma for the strongest possible spells, plain and simple.
Level 13
Spell Change Log: – Chromatic Orb / + Crown of Stars + Teleport
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
Level 13 means seventh level spells!
While it’s a shame to part with old reliable, I believe it’s time to swap out Chromatic Orb to get two seventh level spells immediately – Crown of Stars and Teleport.
I like getting both of these spells immediately as they have wildly different use cases. Crown of Stars is a damage spell that can be set up ahead of time, requires no concentration, and deals pretty solid damage making it an awesome option for a tougher encounter. Teleport, on the other hand, is going to be used mostly for long distance travel, but also as an escape option some amount of the time. Having both means your seventh level slot wouldn’t be languishing waiting for the opportunity to Teleport as you’d pick that over Crown of Stars if you didn’t swap anything out.
Level 14
Class Features: Controlled Chaos
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
You penultimate subclass feature is Controlled Chaos! While you picked this class for pure RNG, this lets you make 2 rolls on the table instead and pick which one you want which heavily increases the odds of a favorable outcome, or at least mitigates risk of a disastrous one. While this is technically a good feature, it is against the spirit of the subclass so I’m torn on how much I like it.
Level 15
Spell Change Log: + Dominate Monster
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
8th Level Spell | Dominate Monster |
You now have access to eighth level spells, and the clear winner for all your Heightened spell needs is Dominate Monster. While this is an inherently risky spell to cast, getting two attempts at this one way or another (giving the target disadvantage on the saving throw) is really powerful. You do have to be careful about Legendary Resistances at this point, but if you don’t believe the monster you’re dealing with has them, this can instantly end an encounter and give you a new buddy for an hour!
Level 16-20
Level 16
Feat: Constitution to 18
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
8th Level Spell | Dominate Monster |
No spell changes and simply pumping Constitution to 18 for more health and better Concentration checks. A little boring, but hard to go wrong here.
Level 17
Class Feature: Metamagic (Careful Spell)
Spell Change Log: + Wish
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
8th Level Spell | Dominate Monster |
9th Level Spell | Wish |
You get your final Metamagic feature here, and I think Careful Spell is likely the best of the bunch. Being able to use a spell without worrying if your allies in the way is very nice, especially when using some of your real heavy hitters.
For your spell choice this level, it’s impossible to go wrong with Wish. Wish is just the best spell in the game. While it does come with inherent risk, such as not being able to cast it again, the things it can allow you to do are literally unparalleled. That said, I would use it only in case of emergencies unless you’re just replicating a weaker spell which comes at no penalty.
Level 18
Class Features: Tamed Surge
Spell Change Log: + Meteor Swarm
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
8th Level Spell | Dominate Monster |
9th Level Spell | Meteor Swarm |
9th Level Spell | Wish |
Level 18 brings your subclass capstone ability with Tamed Surge! Once per day after casting a spell, you can just choose what Wild Magic Surge effect you want (except for the last one). Being able to get a free rider to your spell, even once per day, is obviously really strong. Sweet ability, even if it feels a little counterintuitive to the chaotic nature of the subclass.
For your spell choice this level, you should pick up Meteor Swarm. This is fantastic with Careful spell to not hurt your allies and is the highest damage spell in the game. What’s not to like?
Level 19
Epic Boon: Boon of Fate
Spell Change Log: + Gate
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
8th Level Spell | Dominate Monster |
9th Level Spell | Gate |
9th Level Spell | Meteor Swarm |
9th Level Spell | Wish |
Level 19 always means an Epic Boon, and I like the universally good Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.
For your spell choice, I’m going with Gate. This spell is super weird and you’ll only want it for niche scenarios, but being able to use it for extraplanar transport or to forcibly bring an extraplanar entity to you is really nice. Not many use cases, but really helpful when you need it.
Level 20
Class Feature: Arcane Apotheosis
Spell Change Log: + Scatter
SPELL LEVEL | SPELL NAME |
Cantrip | Elementalism |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Shape Water |
Cantrip | Sorcerous Burst |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Shield |
1st Level Spell | Silvery Barbs |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
2nd Level Spell | Web |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Hypnotic Pattern |
4th Level Spell | Dimension Door |
4th Level Spell | Polymorph |
4th Level Spell | Wall of Fire |
5th Level Spell | Wall of Stone |
6th Level Spell | Mass Suggestion |
6th Level Spell | Scatter |
7th Level Spell | Crown of Stars |
7th Level Spell | Teleport |
8th Level Spell | Dominate Monster |
9th Level Spell | Gate |
9th Level Spell | Meteor Swarm |
9th Level Spell | Wish |
Level 20 brings one more spell and your final class ability – Arcane Apotheosis.
With Arcane Apotheosis, while your Innate Sorcery is active, you get one Metamagic ability per turn for free. That is extremely strong and much better than the previous Sorcerous Restoration capstone. This is a really nice change!
The final spell choice is pretty difficult as you functionally have everything you would want at this point, but since you may as well choose, I’m a pretty big fan of Scatter. This spell is extremely versatile as you can use this to move allies and enemies alike around on the battlefield. Whether you need to make an escape, get allies to safety, or move enemies into hazardous areas, Scatter will get the job done.