Adding to the general chaotic mess that is your life, you gain the following:
Anarchy Rules! At any time, you may use a bonus action and spend 1 sorcery point to roll on the Wild Magic Surge table.
Backsies. Once per long rest, you may ignore the result of a Wild Magic Surge table roll.
Cheater. When you play a game of chance that involves rolling dice, you may cheat on any roll by spending a sorcery point to redo any roll (including combined dice) with advantage. If you win, draw, or quit a game you have cheated in, roll percentile dice. On a 01, space and time warp, and you lose anyway. On a 00, you win but must immediately roll on the Wild Magic Surge table.
How do you like it? Once per short rest, as a bonus action, you may choose a creature in sight within 120 feet and have them suffer the result you choose from one of two rolls you make on the Wild Magic Surge table. If they successfully make a Constitution saving throw, nothing happens to them, but now you have to make the same saving throw or suffer what would have been their fate. As soon as you state that you are using this ability, there's no going back.
Sorcery Points Renewal. Once after every short rest, if you have less than your maximum number of sorcery points, you may roll 1d6-3 (-2 to 3) to restore (or lose) sorcery points. If you don't like the result of the roll, you may reject it and roll once on the Wild Magic Surge table instead. Also, if the result brings your sorcery point total to less than zero, set the total to zero and roll once on the Wild Magic Surge table.
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