Within the world of Dungeons and Dragons, magic can be chaotic and unpredictable, but nothing can quite compare to Wild Magic. This phenomenon manifests as random Surges of unexpected power, which can conjure extraplanar creatures out of thin air, grant spontaneous resistances or vulnerabilities, or even transfigure someone into a potted plant. While Wild Magic can occur anywhere at the DM’s discretion, two Dungeons and Dragons subclasses wield it with reckless abandon: the Wild Magic Sorcerer and the Path of Wild Magic Barbarian.

Unfortunately, as thematically delightful as these subclasses are, they fall short in a few areas. The Wild Magic Sorcerer from D&D's 2024 rules refresh saw some improvements made to its Wild Magic Surge table, albeit at the expense of some of its flavor and unpredictability. Meanwhile, the Path of Wild Magic is rapidly starting to show its age. These subclasses have so much potential, but they stumble over balancing chaotic fun with power and convenience.

dungeons and dragons 5th edition 2024 underwhelming subclasses
5 Dungeons and Dragons Subclasses That Need a Second Look This Year

The new 2024 rulebooks for Dungeons and Dragons gives some much-needed buffs to many subclasses, but these five are still not up to snuff.

By 

D&D’s Wild Magic Sorcerer and Barbarian Miss the Mark

The Wild Magic Subclasses in Dungeons and Dragons Sacrifice Power or Flavor For Vibes

Wild Magic has been in almost every edition of Dungeons and Dragons. It first appeared in 2nd Edition as a Wizard variant limited to Human, Elf, and Half-Elves, later becoming a Prestige Class in 3rd Edition. By 4th Edition, it first became associated with the Sorcerer class, appearing as one of its Paragon Paths. As of 5th Edition Dungeons and Dragons, there are two Wild Magic subclasses:

Who’s That Character?

Identify the silhouettes before time runs out.

Who’s That Character? Identify the silhouettes before time runs out.
Easy (7.5s)Medium (5.0s)Hard (2.5s)Permadeath (2.5s)

The Wild Magic Sorcerer from the updated 5th Edition D&D Player’s Handbook from 2024 is undoubtedly stronger than the first version. Tamed Surge at level 18 in particular is both incredibly powerful and thematic, as the original Spell Bombardment feature didn’t really synergize with the Wild Magic abilities at all.

dungeons and dragons baldur's gate delina Image via Wizards of the Coast

However, the new Wild Magic Sorcerer’s Wild Magic Surge table was severely pruned. The total number of results was halved from 50 to 25, with many Wild Magic Surges combined or removed entirely. What’s more, rolling on the table became both optional and almost universally beneficial for the Sorcerer, with very few results having a detrimental effect:

  • 2014 Wild Magic Surge result chances
    • 21 beneficial (42%)
    • 6 detrimental (12%)
    • 14 mixed (28%)
    • 9 mundane (18%)
  • 2024 Wild Magic Surge result chances
    • 16 beneficial (64%)
    • 2 detrimental (8%)
    • 7 mixed (28%)
      • Many of these results still skew beneficial over detrimental.
      • All mundane results have been combined into one of these results, which can also grant a positive or negative side effect.

This new Wild Magic Surge table solves several of its previous issues, and honestly makes the D&D Sorcerer subclass overpowered, if maybe a little. Many low-level parties have been decimated by an unlucky 2014 Wild Magic Sorcerer dropping a Fireball on them at an inopportune moment, and having several Wild Magic Surges with no gameplay effects might not sound fun for some players. That said, one could argue this change also removes some of the excitement of playing a Wild Magic Sorcerer, as there is little risk in exchange for powerful, albeit random, boons.

dungeons and dragons wild magic sorcerer flumph surge Image via Wizards of the Coast

But the biggest problem with the Wild Magic Sorcerer is the cognitive weight it puts on the DM due to extra dice rolls, adjudicating effects, and narrating outcomes. A Wild Magic Sorcerer rolls an extra d20 once a turn when they cast spells, and if a Surge triggers, they roll a d100 to determine the result; some entries then require even more rolls to determine sub-results. This is compounded even more once the Sorcerer reaches level 14, when they roll two d100s for every Surge, determine what both results are, and then choose one, all of which can grind combat to a halt. What’s more, if the Sorcerer’s player is not good at handling their own Wild Magic rolls, it can pile even more onto the D&D Dungeon Master's plate.

pathfinder inner sea combat barbarian troll battle Image via Paizo

The Wild Magic Barbarian suffers from almost the exact opposite problem. The eight Wild Surge effects these Barbarians conjure are universally positive, which makes sense given the subclass' focus. However, the damage caused by these Surges doesn't scale with the Barbarian’s level, meaning the effects can quickly become obsolete. Though the subclass has some unique party utility in that it can restore spell slots to its caster allies, this simply isn’t enough to prevent the Wild Magic subclass from being one of the worst Barbarian Paths in Dungeons and Dragons.

The Unearthed Arcana playtest version, Path of the Wild Soul, was much stronger, but it was heavily nerfed before it was released as the Path of Wild Magic. The subclass has not been updated for the 2024 rules refresh yet, so it could be changed in the future.

How To Fix the Wild Magic Sorcerer and Barbarian in D&D

Maintaining the Balance Between Chaos, Power, Fun, and Convenience

Despite their flaws, the Wild Magic subclasses are not beyond saving, especially when combined with some of the best spells the Sorcerer gets in D&D. With some adjustments, these subclasses could perfectly encapsulate their unpredictable theming without sacrificing power or enjoyment. Ultimately, Wild Magic subclasses need to balance four different factors: chaos, power, fun, and convenience.

Here are some things that should be considered for the Wild Magic Sorcerer:

dungeons and dragons wild magic sorcerer player's handbook Image via Wizards of the Coast
  • Chaos: Surges should be unpredictable and not always be safe.
  • Power: Beneficial Surges should be very powerful to compensate for the risk involved.
  • Fun: The chance for detrimental Surges should not make the Sorcerer or their allies afraid to roll on the Wild Magic Surge chart.
  • Convenience: Wild Magic mechanics should be easy for the D&D Sorcerer's player to use, and simple for the DM to arbitrate.

As for the Path of Wild Magic Barbarian:

dungeons and dragons tasha's cauldron of everything wild magic barbarian Image via Wizards of the Coast
  • Chaos: Wild Magic Barbarians should have more than eight options; perhaps they could have additional Surge results as they gain levels in Dungeons and Dragons.
  • Power: Wild Magic Surges should scale with level to ensure they remain useful in higher tiers of play.
  • Fun and Convenience: The subclass handles these factors well already, and the above fixes would make them stronger by proxy.

At the end of the day, there’s nothing wrong with enjoying these subclasses as is. They are effective and can still perform exceptionally well in many groups. But with a few tweaks, these Wild Magic subclasses could truly shine.

dungeons-and-dragons-series-game-tabletop-franchise
Franchise
Dungeons & Dragons
Original Release Date
1974
Designer
E. Gary Gygax, Dave Arneson