Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to bend your own luck. After you make an attack roll, ability check, or saving throw, but before the effects of the roll occur, you can roll a d4 and add it to the roll. When you do so, you gain a Wild Magic die, which is a d10, and then must roll all of your Wild Magic dice. If any of your Wild Magic die roll a number equal to or lower than your total number of Wild Magic die, you take force damage equal to the total among all the dice rolled, and then remove all your Wild Magic dice. This damage can't be reduced or negated by any means. If none of the Wild Magic dice are lower than your total number of Wild Magic dice, then nothing happens.

When you finish a short rest, you remove one Wild Magic die, and when you finish a long rest, you remove all your Wild Magic die.