Player Cheat Sheet · Combat Reference
Sorcerer
Wild Magic · Level 4 · Kobold
Played by:
At a Glance
Saves you're proficient in: STR +4, CON +4. (Others: DEX +2, INT −1, WIS +1, CHA 0.)
Best skills: Deception +5, Insight +3, Persuasion +5, Stealth +4.
Your Turn
Action
Attack, Reckless Attack, Dash, Help, etc.
Bonus
Flexible Casting · some bonus-cast spells
Reaction
Opportunity Attack
Free
Draw weapon, open door, etc.
Your Big Move — Wild Magic
Wild Magic SurgeAfter casting a 1st+ level spell
After you cast any sorcerer spell of 1st level or higher, the DM may have you roll a d20. On a 1, roll on the Wild Magic Surge table — the result happens immediately. (Could be glorious, could be catastrophic.)
Tides of Chaos1/long rest
Gain advantage on one attack roll, ability check, or saving throw. Once you use it, you can't again until you finish a long rest OR until the DM forces a Wild Magic Surge (which restores it instantly). Use it freely!
Sorcery Points4 / long rest
Spend SP for
metamagic:
- Subtle Spell (1 SP): cast without verbal or somatic components (silently, no hand wave)
- Twinned Spell (X SP, X = spell level, 1 for cantrip): a single-target spell hits a second target
- Flexible Casting: convert SP ↔ spell slots
Actions
Cantrips (at will)Action · spell attack +5
- Ray of Frost: 60 ft, +5 to hit, 1d8 cold. Target's speed −10 ft until your next turn.
- Chill Touch: 120 ft, +5 to hit, 1d8 necrotic. Target can't regain HP until your next turn.
- Shocking Grasp: melee, +5 to hit, 1d8 lightning. Target can't take reactions until your next turn.
- Mage Hand: floating spectral hand, manipulate small objects. Message: whisper to one target.
1st-Level Spells (4 slots, save DC 13)Action
- Tasha's Caustic Brew: 30-ft line, 2d4 acid at start of each turn for 1 min. Concentration.
- Chaos Bolt: 120 ft, +5 to hit, 2d8 + 1d6 random damage type. Two of the same? It chains to another target.
- Shield: (reaction) +5 AC against one attack until next turn. Negates Magic Missile too.
2nd-Level Spells (3 slots, save DC 13)Action
- Phantasmal Force: target makes DC 13 INT save or perceives a vivid illusion only they see. Can deal 1d6 psychic/round.
- Invisibility: touch, target invisible 1 hour or until they attack/cast. Concentration.
Reactions
Shield (spell)Reaction · 1st-level slot
When you're hit by an attack OR targeted by Magic Missile, cast Shield: gain +5 AC against that attack and until your next turn. Often saves a life.
Opportunity AttackReaction · weak melee
You can technically take one. You probably shouldn't.
Always-On Traits
- Pack Tactics — advantage on attacks if any ally is within 5 ft of your target
- Sunlight Sensitivity · Darkvision 60 ft · Grovel/Cower/Beg
Track Your Resources
Spell Slots (1st)
4 · long rest
Spell Slots (2nd)
3 · long rest
Sorcery Points
4 · long rest
Tides of Chaos
1 · refreshes on Wild Magic Surge OR long rest
If you want to…
- Survive a hit → Cast Shield as a reaction (+5 AC vs that attack). Costs a 1st-level slot.
- Reliably hit/save → Tides of Chaos before rolling = advantage. It refreshes when DM triggers a Surge.
- Hit two enemies with one spell → Twinned Spell metamagic (1 SP for a cantrip, X SP for an X-level spell).
- Cast secretly → Subtle Spell metamagic (1 SP) — no verbal or somatic components. Cast while gagged or restrained.
- Big AOE damage → Tasha's Caustic Brew (1st level, line, 2d4/turn for a minute). Concentration.
- Trick someone → Phantasmal Force (2nd) — illusion only the target perceives.
- Sneak past guards → Cast Invisibility on yourself or an ally.
- Trigger chaos on purpose → Tell the DM you'd like to ask for a Wild Magic Surge. They might say yes — and Tides of Chaos refreshes!
In short
Lean into chaos. Use Tides of Chaos every fight. Spend Sorcery Points freely. Shield saves your life. Cantrips for free damage between big spells. The Wild Magic Surge table can rewrite a fight — beg the DM for one if things look dire.