Wild Magic Sorcerer

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some 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.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a D20. If the value rolled is less than the spell points spent to cast the spell including metamagic, roll on the Wild Magic Surge table to create a random magical effect.

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.

Any time before you regain the use of this feature, if you roll on the Wild Magic table you regain the use of this feature.

Controlled Chaos

Starting at 6th level, as your power surges you’re able to redirect chaos. If you have three quarters or fewer of your total spell points left after rolling on the Wild Magic table but before the effect takes place, you may reroll on the table. You must take the result if you do so.

Bend Luck

Starting at 14th level, you have the ability to twist fate using your wild magic. If you have half or fewer of your total spell points left when another creature you can see makes an attack roll or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll.

Wild Charge

Beginning at 18th level, the discord inside you is allowed to permeate, pulling others apart and exhausting them as they deal with a taste of your existence. If you have one quarter or fewer of your total spell points left, you can use an action to magically radiate a 30 foot invisible aura centered on yourself for a minute. Those within range hear a blood curdling screech, while those outside it hear nothing. At the beginning of your turn, any creature that you choose within the aura is either drawn as close to you as possible or pushed outside of range. Either way they must make a constitution saving throw or gain a level of exhaustion.

You may end this effect early with a bonus action. You may not use this ability again until you finish a long rest.























































































Some Extra Information on my Sorcerer My sorcerer uses the spell point variant option automatically instead of spell slots, which allows for greater flexibility. They also have a different capstone that makes each of these abilities that proc from having few enough points left all function, all the time. I believe this gives them much more distinct flavor instead of what I see them viewed as, which is worse wizard.