But some players just can’t get enough randomness in their lives.
Merely rolling d20s isn’t enough to satisfy their lust for the indeterminate.
For those players, there’s the Wild Magic sorcerer.
Artful rewards await in this intriguing quest.
Playing a Wild Magic sorcerer means becoming accustomed to unaccustomed outcomes.
You might begin combat as an elf, but end it as a chicken.
Or you might accidentally set the house on fire.
Or you might temporarily gain incredible cosmic power.
After choosing Wild Magic sorcerer at level one, you’ll unlock bothWild MagicandTides of Chaos.
Bend Luckat level six is pretty muchalways beneficial.
With low hit points and poor Strength, you’ll want toavoid melee combat wherever possible.
Anothertwo Constitution pointshelp with your hit points and to maintain concentration on Haste.
Here we’ll rank each race in Baldur’s Gate 3 for being a Wild Magic sorcerer.
Half-Elf
Drow half-elf is probably your best choicefor Wild Magic sorcerer.
Wood half-elf is also good, with stealth proficiency and increased movement speed.
High half-elf is worst as the cantrip you get uses Intelligence instead of Charisma as its spellcasting modifier.
Elf
If you might’t be a half-elf, be an elf.
You getswordandbow proficiency,Darkvision, andresistance to charm and sleep effects.Wood elfalso providesperception and stealth proficiencyandextra move speed.
Avoid high elf as you already have a bunch of cantrips.
That can be helpful with how little Strength you’ve got.
This would easily be the best choice if it gave you shield proficiency too.
Drow
You’re better off being a half-elf drowfor the armor and shield proficiency.
Regular drow just gets rapiers, shortswords, and hand crossbows, which you’ll probably never use.
The rest is still nice, though.
Dwarf
You’ll probably never use the axe or hammer proficiency, but each dwarf subrace offers something.
You also get thepoison resistanceevery dwarf has.
Tiefling
Darkvisionandfire resistanceare nice to have, but the spells you get from being a tiefling aren’t great.
Unleash a fungal army as Baldur Gate 3’s best summoner class.
N/A
Armor
Amulet
The Protecty Sparkswall
+1 to spell save DC.
Gain +1 to AC and all saving throws so long as you have Lightning Charges.
Gloves
Ring #1
Daredevil Gloves
+1 to spell attack rolls.
Ranged spell attacks are made as melee attacks to adjacent creatures.
Fetish of Callarduran Smoothhands
Cast Invisibility at second level once per short rest.
Cast Misty Step at second level once per short rest.
Ring of Protection
+1 to AC and all saving throws.
Main-Hand Melee Weapon
Off-Hand Melee Weapon
Melf’s First Staff
1d6 + 1 bludgeoning damage.
+1 to spell save DC and spell attack rolls.
Cast Melf’s Acid Arrow at second level once per long rest.
Safeguard Shield(if proficient)
+2 AC, +1 to all saving throws.
Defensively,Ring of ProtectionandSafeguard Shield(if proficient) boost both armor class and saving throws.
Finally,Bow of Awarenessprovides a +1 to initiative rolls even if you never actually use it.
Everyone’s a comedian.
Potent Robe
+1 to AC.
Add your Charisma modifier to your cantrip’s damage.
Gain temporary hit points equal to your Charisma modifier at the beginning of your turn during combat.
Quickspell Gloves
Cast a cantrip as a bonus action once per short rest.
Ring of Feywild Sparks
+1 to spell save DC.
Tides of Chaos will always trigger a Wild Magic surge.
Helldusk Boots
You cannot be forcibly moved.
When you fail a saving throw, use your reaction to succeed once per long rest.
Markoheshkir
1d6 +2 bludgeoning damage.
+1 to spell save DC and spell attack rolls.
Cast one spell without using a spell slot once per long rest.
Cast Kereska’s Favour once per short rest.
Ketheric’s Shield(if proficient)
+2 AC, +1 to spell save DC and spell attack rolls.
Advantage on Dexterity saving throws.
Darkfire Shortbow(if proficient)
1d6 + 2 piercing, gain resistance to fire and cold damage.
Cast Haste at level three once per long rest.
The late game brings a spurprising amount of power to your many cantrips.
TheNecklace of Elemental Augmentationis retained from the earlier build and now offers the same damage bonus as thePotent Robe.
Ring of Feywild Sparksoffers the only piece of equipment built for Wild Magic sorcerers.
It gaurantees a Wild Magic surge whenever you use Tides of Chaos.
TheRing of Feywild Sparksislooted from Auntie Ethelin Act 3.
Darkfire Shortbowis there purely to provide you with a free cast of Haste and both fire and cold resistance.
you’re able to then use your reaction to Bend Luck or Controlled Chaos.