D&D: Best Wild Magic Surges | Screen Rant

2022-05-21 21:50:37 By : Ms. Vivi Chen

The Wild Magic Sorcerer subclass contains a number of useful, dangerous, or funny options, leaving what happens truly up to the dice.

With the recent release of Critical Role: Call of the Netherdeep , the newest Dungeons & Dragons  module, and the first to take place in Critical Role 's Exandria, players have a new adventure to follow through levels 3 to 12. While the franchise has been key in getting more and more people interested in D&D, there are still a great variety of subclasses for players to explore, especially in a prewritten adventure.

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Due to the nature of the game, the nature of D&D leaves room for things to go off the rails. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. Some of these rolls are dangerous or silly, but some can be extremely beneficial if luck is on the player's side, which makes them the best in the game. 

The Wild Magic sorcerer is often criticized for not triggering often enough for the benefits to outweigh the risk. The lowest option on the table gets to the heart of that, causing the Sorcerer to trigger wild magic for the next ten turns, even if the player is unconscious; easily the length of standard combat.

While this option does give a player more chances to roll the good stuff, it comes with the added risk of rolling the bad. This is something to consider when picking the subclass, especially in a large D&D group.

Teleportation is a useful ability for any magic-user in D&D , allowing you to get out of danger or reposition yourself. Because of its unpredictable nature, this roll can't be relied on for getting to safety or be a crucial part of any plan. However, unplanned teleportation is something few casters will turn down.

If a player likes their positioning, then the player could simply teleport 5 feet to any side. This way player gets to maintain their position and be able to use the surge until a better opportunity presents itself. 

Similar to the 60-foot teleport from rolling 29-30, the ability to teleport is never a bad thing for a caster to have. While more limited in range, this option provides greater control and flexibility at the cost of the caster's action economy.

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The Sorcerer doesn't often have a plethora of bonus action options, so this roll is rarely wasted. It can provide a total of 200 feet of teleportation in controlled, limited bursts. Needless to say, this will be a roll that gets used.

With some of the lowest hit points in the game, the Sorcerer can rarely go wrong with regaining health. The only time this roll is wasted is if it's rolled before the caster has taken damage; otherwise, it's a chance to endure a little more combat or recover from your wounds.

If this is rolled as a result of 00-01, it could even bring a player back to consciousness if they've been reduced to 0 hit points since the first roll.

Because so many of the Sorcerer's spells rely on enemies rolling saving throws, imposing disadvantage is a powerful thing. Even though this benefit only affects one spell, it can still aid you in setting up a crippling debuff or a powerful fireball.

If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. This can turn some of D&D's classic monsters from deadly, epic challenges into two-turn fights.

A boon for any caster, a maximized damage roll is useful whether you're a damage-focused blaster hurling fire and lightning around the battlefield or if you only chose one of D&D's most useful cantrips to do damage, focusing instead on buffing your allies and debuffing your enemies.

Because the Sorcerer gets such a limited number of spells, this roll varies in strength with spell choice. However, any amount of increased damage is a boon.

As anyone who mains the Totem Warrior Barbarian, one of D&D's strongest subclasses, can tell you, resisting all damage is an all-around fantastic benefit. Effectively doubling your hit points for the next minute, there is virtually no poor timing to get this roll, especially with the bulk of spells being cast in combat.

With the Sorcerer's health typically being so low, to begin with, rolling resistance could turn the tide of a close fight. Needless to say, when this roll comes up, then everyone benefits.

Because of the important role the action economy plays in D&D combat, an extra immediate action is always a blessing; a chance to lay down more damage, get some extra movement or give an ally some assistance.

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If you're able to cast a spell on someone else's turn, whether by Readying it, making an attack through the War Caster feat, or some other way, rolling this surge will let the player interrupt the turn order to take their extra action, giving them their version of a legendary action.

With so many of the Sorcerer's unique abilities relying on such a limited resource, regaining all of your sorcery points is a fantastic benefit. Whether it's used for extra Metamagic, creating spell slots, or expended through other Sorcerer abilities, there's always a use for replenished resources.

The only downside is if the player rolls this option before they've expended any sorcery points; such an otherwise useful roll instead has no effect if they don't have sorcery points to regain.

Healing in D&D is never a bad thing unless the enemy is doing it. With a roll of 15-16, the Sorcerer regains a small amount of health each turn; with this roll, the Sorcerer won't have to worry about death-saving throws. Even if they go unconscious, they wake up each turn with 5 hit points.

While spells and abilities will still end if knocked unconscious, the Sorcerer should be able to stay in most fights with this roll.

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Ellie Cameron is an emerging non-binary writer. They hold a BA in Writing Arts from Rowan University. They concentrated in Creative Writing, and enjoy writing poetry, fiction, and comedy.