Alternative Wild Magic

Wild Magic sorcerers don't truly understand the nature of the magical weave they have access to. The more they dabble in the fibers of magic surrounding them, the more likely it becomes that their experimentation will trigger unintended consequences.

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 spell of 1st level or greater, you must make a surge check (1d20 + spellcasting modifier). A wild magic surge happens if the result is equal to or below the sum of your expended spell slots. For example, if you cast a 3rd level spell and have already used two 1st level slots and a 2nd level slot, a magic surge will occur if your surge result is 7 or less (3 + 1 + 1 + 2).

Charisma is your spellcasting modifier for wild magic surges. If the spell you cast does not have a target, you are considered the target for any corresponding surge. If multiple creatures or targets qualify for the effects of the surge, the DM will roll a die to determine which creature or target is affected.

Tides of Chaos

Starting at 1st level, you can manipulate the magic around you and force it to work in your favor. If you attempt to control the tides again before your next long rest, you become vulnerable to the chaos of the weave.

Once per long rest, you can expend Tides of Chaos to gain advantage on 1 attack roll, saving throw, or ability check. At any time, you can use a bonus action and attempt to recharge Tides of Chaos. Roll 1d6; on a 5 or 6, this ability recharges. The next spell you cast of 1st level or greater will automatically surge, whether or not the recharge was successful.