Wild Magic Sorcerer — Honour Mode Build
Final composition: Wild Magic Sorcerer 12 (pure single-class)
Character Creation
| Field | Pick |
|---|---|
| Race | Half-Elf (primary) or Tiefling Asmodeus (see racial note) |
| Background | Charlatan or Entertainer |
| Class | Wild Magic Sorcerer |
| Skills | Deception, Persuasion, Arcana |
Stats (point buy + racial)
| Stat | Point buy | Racial bonus | Final |
|---|---|---|---|
| STR | 8 | – | 8 |
| DEX | 13 | +1 | 14 |
| CON | 14 | +1 | 15 |
| INT | 10 | – | 10 |
| WIS | 12 | – | 12 |
| CHA | 15 | +2 | 17 |
Racial allocation (Half-Elf): +2 CHA, +1 CON, +1 DEX. If going Tiefling Asmodeus instead: racial bonus is fixed +2 CHA, +1 INT — adjust point-buy CON 14 → 15 to keep CON 15 final, accept INT bumped to 11.
Asmodeus Tiefling adds racial spells on top: Produce Flame cantrip, Hellish Rebuke (1/long rest), Burning Hands (1/long rest, unlocks at L5).
How sorcerer spells work (read once)
- Spells known: limited list, all are always prepared.
- Cantrips known: 4 at L1, +1 at Sorc 4, +1 at Sorc 10.
- Spell swap: at every level-up you can swap one known spell for another (legal at your current spell level).
Subclass Features
- L1 Tides of Chaos: advantage on next attack/check/save (1/long rest, refunds when a Wild Magic Surge fires).
- L1 Wild Magic Surge: chance for random effect on every leveled spell cast.
- L6 Bend Luck: spend 2 sorc points (reaction) to roll 1d4 bonus or penalty on any roll within range.
- L11 Controlled Chaos: enemies casting near you may proc Wild Magic Surge themselves.
Level-by-Level
L1 — Sorc 1 (Wild Magic)
Cantrips (4): Fire Bolt, Ray of Frost, Mage Hand, Light (+ Produce Flame free from Asmodeus race) Spells learned (2): Magic Missile, Shield
L2 — Sorc 2
Metamagic (pick 2 from limited list — Careful, Distant, Extended, Twinned): Twinned + Careful New spell (1): Chromatic Orb (buy Mage Armor scrolls; Chromatic Orb pairs with Hat of Fire Acuity later)
L3 — Sorc 3
Metamagic (1 more, full list unlocked): Quickened (double-spell turns — the core nuke combo) New spell (1, 2nd lvl): Hold Person 2nd-level slots online.
L4 — Sorc 4
Feat: ASI CHA +2 → CHA 19 New cantrip (1): Friends (advantage on out-of-combat CHA checks) New spell (1): Misty Step (bonus action teleport — you don’t have Tempestuous Magic, this is your repositioning)
L5 — Sorc 5
New spell (1, 3rd lvl): ⭐ FIREBALL 3rd-level slots online.
L6 — Sorc 6
Bend Luck unlocked (2 sorc pts → 1d4 to any roll, reaction) New spell (1): Counterspell
L7 — Sorc 7
New spell (1, 4th lvl): Banishment (boss removal) 4th-level slots online.
L8 — Sorc 8
Feat: Resilient (CON) → CON 16, prof on CON saves (concentration insurance) New spell (1): Greater Invisibility or Polymorph
L9 — Sorc 9
New spell (1, 5th lvl): Hold Monster Spell swap: swap Hold Person → Cone of Cold 5th-level slots online.
L10 — Sorc 10
New cantrip (1): Blade Ward Metamagic (1 more): Heightened Spell (disadvantage on enemy saves — locks Hold Monster, Disintegrate, Banishment for boss fights) New spell (1): Wall of Fire or Cloudkill
L11 — Sorc 11
Controlled Chaos passive (enemies casting near you may surge) New spell (1, 6th lvl): ⭐ DISINTEGRATE (Storm Sorc takes Chain Lightning — you take Disintegrate for boss-deletion. DEX save, half damage on success, target turns to dust if it kills) 6th-level slots online.
L12 — Sorc 12
Feat: ASI CHA +1, +1 DEX → CHA 20, DEX 14 New spell (1): Globe of Invulnerability (blocks 5th-lvl-and-below spells in a sphere — hard counter to enemy casters)
Permanent CHA Bonuses
- Auntie Ethel’s Hair: only ONE in the game. Storm Sorc gets it (their CHA scaling matters more for boss saves with Chain Lightning).
- Mirror of Loss (Act 3, House of Grief): +2 CHA. DC 25 Religion or sacrifice Necromancy of Thay.
- Birthright (Act 3, Ramazith’s Tower): sets CHA to 22.
Combat Pattern
Pre-fight: Elixir of Vigilance, Mage Armor scroll if no robe yet.
Standard opener:
- Tides of Chaos → guaranteed advantage on first roll
- Heightened Fireball → triggers Wild Magic Surge → Tides refunded
- Hat of Fire Acuity stacks → +DC for follow-up spells
Boss combo (L6+):
- Bend Luck reaction on boss’s saving throw
- Quickened Hold Monster (heightened) + Action: Fireball/Disintegrate
- Sustain with Fire Bolt to keep Acuity stacks rolling
Defense: Shield reaction, Counterspell, Misty Step, Boots of Speed self-Haste.
Act-by-Act Priority
Act 1
- Coordinate Hag’s Hair recipient (Storm Sorc gets it)
- Take Joltshooter from Florrick (Storm Sorc takes Spellsparkler)
- Necklace of Elemental Augmentation from Blurg (Myconid Colony)
- Don’t stand next to Storm Sorc (your AoEs friendly-fire)
Act 2
- ⭐ Strange Ox at Last Light Inn → Speak with Animals → fight → Hat of Fire Acuity
- Spellmight Gloves from Last Light vendor
- Help Nightsong path
Act 3
- ⭐ Don’t fight Storm Sorc for Markoheshkir/Robe of the Weave — those go to them. You take Staff of Spellpower (kill Lorroakan with Nightsong).
- Mirror of Loss in House of Grief → +2 CHA
- House of Hope: Helldusk gear if you went heavy armor
- Iron Throne — Water Breathing potions
Party Recommendations
| Slot | Char | Build |
|---|---|---|
| Friend | Tav/Origin | Storm Sorc / Tempest (chain lightning) |
| You | Tav/Origin | Wild Magic Sorc |
| Companion | Shadowheart | Life Cleric (respec at Withers) |
| Companion | Wyll | Bardadin (Vengeance Pal 7 / Swords Bard 5) |
Bench: Astarion (run 2 Gloomstalker), Karlach (alt frontline), Lae’zel (alt frontline), Gale (redundant).
Coordinate With Storm Sorc
| Resource | Storm Sorc | You |
|---|---|---|
| Florrick reward | Spellsparkler | Joltshooter |
| Hag’s Hair | Yes | No |
| Markoheshkir | Yes | No |
| Robe of the Weave | Yes | No |
| Staff of Spellpower | – | Yes |
| Potent Robe | – | Yes |
| 6th-lvl spell | Chain Lightning | Disintegrate |
| Damage type focus | Lightning | Fire / Force |
Combat coordination:
- Don’t both prep Fireball. They have Lightning Bolt — you cover Fireball/AoE fire.
- Twinned Haste: they get Twinned at L3 (Sorc 2). You don’t get Twinned until L10. They handle Haste-buffing the Bardadin and Cleric early.
- Counterspell: designate sides (left/right) so you don’t waste two reactions on one enemy spell.
- Concentration overlap: if they’re holding Hold Person, you pivot to damage. Vice versa.