Wild Magic

Your innate magic comes from the wild forces of chaos
that underlie the order o f creation. You might have
endured exposure to some form o f raw magic, perhaps
through a planar portal leading to Limbo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you
were blessed by a powerful fey creature or marked by a
demon. Or your magic could be a fluke o f your birth, with
no apparent cause or reason. However it came to be, this
chaotic magic churns within you, waiting for any outlet.

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 sorcerer spell of 1st level
or higher, the DM can have you roll a d20. If you roll a
1, roll on the Wild Magic Surge table to create a random
magical effect.

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
o f the roll occur.

Controlled Chaos

At 14th level, you gain a modicum o f control over the
surges o f 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 o f your
spells intensifies. When you roll damage for a spell and
roll the highest number possible on any of the dice,
choose one o f those dice, roll it again and add that roll to
the damage. You can use the feature only once per turn.

Wild Magic

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