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.

5-Baldur’s Gate 3 Best Wild Magic Sorcerer Build

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.

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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.

Baldur’s Gate 3 Wild Magic Sorcerer

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.

Baldur’s Gate 3 Wild Magic Sorcerer Bend Luck

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.

Baldur’s Gate 3 Wild Magic Sorcerer Stats

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.

Baldur’s Gate 3 Wild Magic Sorcerer Spells

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.

Baldur’s Gate 3 Wild Magic Sorcerer Metamagic

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.

A Dragonborn character with The Blood of Lathander in Baldur’s gate 3.

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.

Baldur’s Gate 3 Wild Magic Sorcerer And the Gang

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.

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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.

Baldur’s Gate 3 Wild Magic Sorcerer Casting Mage Armor

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.

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+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.

Baldur’s Gate 3 Wild Magic Sorcerer In Combat

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.

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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.

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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.

Baldur’s Gate 3

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.