Base Class: Sorcerer
A rendition of the Wild Magic sorcerer origin, specifically for buffing a few things and making the surge a more active part of the class build. It is probably going to be too strong in some areas and is subject to changes as it is essentially play-tested. This is VERY MUCH a WIP.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is 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. Starting at 6th level, when you roll a natural 20 on the d20, you may roll a d4 and reduce the cost of the expended spell slot by the number rolled, to a minimum of 1, embodying a moment of chaotic clarity that amplifies your current magic, rather than producing a random effect. If no surge occurs, the threshold for a surge raises by 1 (i.e. AJ rolls a 2 instead of a one, the threshold raises to 2 and the next 2 he rolls creates an effect) continuing to do so until a surge occurs, at which point the threshold resets to 1.
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, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
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.
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.
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.
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