Wild Magic

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 portalleading to Limbo, the Elemental Planes, or lhe mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked bya demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it carne to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge & Surge Points

Starting when you choose this origin at 1st level, your spellcasting builds up a well of untamed magic inside of you, waiting to be released. You have 0 surge points, and you gain surge points equal to the amount of spells you cast and the amount of sorcery points you spend via Metamagic. The maximum amount of surge points you can have is 10 at 1st level, which then increases to 15 at 8th level, then to 20 at 15th level. When you reach or exceed your surge point maximum, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it’s too wild to be affected by your Metamagic and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. Your surge points automatically go down to 0.

Pressure Release

Staring at 1st level, you can calm the raw magic building up inside of you in moments of relief. During a short rest you can convert surge points into sorcery points. At levels 2nd-11th the conversion rate from surge points to sorcery points is 2-1, then at levels 12th-20th, it's 1-1. The amount of surge points that you can convert is equal to half the amount of surge points you have, rounded down, and you can't go over your sorcery point limit. However, because this is ment to be a period of relaxation, doing this means that you can't do anything other than eat, talk or sleep. On a long rest your surge points get automatically reduced to 0.

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. Immediately after that, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it’s too wild to be affected by your Metamagic and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If you don't roll a 1, your surge points increase by 2.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. 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. You then gain surge points equal to the number you rolled on the 1d4.

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. Once a short rest, you can also make a Charisma saving throw to stop yourself from gaining a surge point. On a success you don't gain a surge point. On a fail you gain 2. The DC in 15.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. 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.