Sorcerous Origin

Sorcerers select a Sorcerous Origin at 1st level. The following is a new kind of Wild Magic Origin

Primal Magic

Your innate magic com es from the wild forces of chaos that underlie the order of creation. You might have endured exposure to som e form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

The Fabric of Reality

Starting when you choose this origin at 1st level, you can modify your spells with the raw fabric of magic.

When you cast a sorcerer spell with a spell slot and the spell deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, you can substitue that damage type with one other type from that list (you can change only one damage per casting of a spell). When do this you roll a d10. If you roll a 1, roll on the Wild Magic Surge table to create a random maigcal effect.

When you cast a sorcerer spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice and you roll on the Wild Magic Surge table. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. After having rolled on the Wild Magic Surge table, you can use this feature again.

Wild Metamagic

At 6th level, you learn how to unleash your magic to augment the effects of your spells. When you cast a sorcerer spell with a spell slot, you can expend additional sorcery points to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

An additional 2 sorcery points can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d8. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast the spell.

An additional 3 sorcery points can increase the spell's range- If the spell's range is at least 30 feet, it becomes 1 mile.

An additional 5 sorcery points can increase the spell's potency. Increase the spell's save DC by 2.

When you use this feature roll on the Wild Magic Sure table.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Master of Magic

At 18th level, your mastery of magic allows you to duplicate almost any spell. As a bonus action, you call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't know it, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a sorcerer spell, it counts as a sorcerer spell when you cast it. The ability to cast the spell vanishes when you cast it or when the current turn ends.

You can't use this feature again until you finish a long rest.