Sorcerous Origin: Wild Magic (Rebalance) v1.0

Why Rebalance Wild Magic?

From an already weak by comparison to its peers class comes an even weaker archetype. The Wild Magic Sorcerer drums up an evocative concept: arcane magic gone haywire. In practice on the other hand, the subclass suffers from two major issues: a range of random (in the worst way like fireballing your friends at level 1) Wild Surge effects which affects some levels far harder than others and a "Mother may I?" clause in both of its key features that, by RAW, makes it possible for a sorcerer to never see a single Wild Magic Surge roll.

As a result, those are the only two major alterations I've made; the surge effects are untouched. Hopefully these changes are pronounced enough to bring the Wild Magic Sorcerer up to par and make it feel like an actual subclass.

Wild Magic Features

Sorcerer Level Feature 1st Wild Magic Surge, Arcane Conflux, Tides of Chaos 6th Bend Luck 14th Controlled Chaos 18th Spell Bombardment

Wild Magic Source

d8 Source of Magic 1 True to its chaotic nature, your abilities developed randomly with no apparent cause. 2 You learned too late not to swim downstream of the mage's tower. 3 You or your parents sought power beyond understanding: your ensuing magical ability is a reminder of that tampering. 4 A temporary tear in the fabric of the multiverse bombarded you with planar energy. 5 You were born at a time of strange celestial movement when the stars aligned or collided. 6 A god of trickery or randomness saw fit to imbue you with magic to serve as a living font of spontaneity. 7 The magic you manifested is so alien that no one can even begin to comprehend its functionality. 8 A moment on Limbo, the plane of chaos and discord, changed your life forever.

Wild Magic Surge

Starting at 1st level, your magic grants you random surges that create a number of effects. The range of your Wild Magic Surge is determined by your sorcerer level, as shown in the Surge Range table below. If you roll outside of your Die Roll Range, ignore that result and reroll the surge.

A surge can happen once per turn. If a surge effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Surge Range

Sorcerer Level Die Roll Range 1st 01-60 4th 01-80 8th 01-90 12th 01-100

Arcane Conflux

At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you have one Tide of Chaos that you can use to gain advantage on one attack roll, ability check, or saving throw.

Any time before you regain your Tide of Chaos, you can roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain your Tide of Chaos. You can regain your Tide of Chaos in this way a number of times equal to your Charisma modifier (minimum one).

You regain your Tide of Chaos and all uses of this feature when you finish a long rest.

Bend Luck

Starting at 6th level, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.