The Rising Tides of Chaos: Alternative Wild Magic Rules
These are two alternative wild magic rules. "The Rising Tide" and "Tidal Surge" replaces RAW's "Wild Magic Surge" and "Tides of Chaos" respectively. While they each accomplish the same results as their former features, they work in a slightly different way. The purpose of these rules is to increase the rate at which Wild Magic Surges proc while making the class features a bit more chaotic.
The Rising Tide accomplishes this by progressively expanding the set of outcomes resulting in a Wild Magic Surge. By building up the chances of a Wild Magic Surge, the player can watch the range grow and see his chances increasing with each spell. Tidal Surge, on the other hand, takes a somewhat inverted approach, lowering the number of total outcomes to the point that Wild Magic Surges become fairly common.
When these rules are used in tandem, surges trigger (in my experience) more often than with Wild Magic rolls alone. Having the player able to mechanically track his chances of the next surge allows them to position themselves where and when they want a surge to happen(much like a sorcerer may sense when a surge is coming). I'm also a big fan of not leaving it up to the DM to decide when a Tides of Chaos activates.
The Rising Tides of Chaos
The unpredictable nature of Wild Magic manifests itself differently in different locations. In many areas, when the forces of chaos are tapped, the magical weave surrounding the caster remains stable. In some areas of the world, though, chaotic disruptions grow progressively more violent over time. Scholars in these magic zones refer to this increasing intensity as The Rising Tide of Chaos.
These metaphorical Tides of Chaos function similarly to ocean tides on the material plane. Under normal conditions, the weave of magic ebbs and flows in a fairly consistent nature. A Wild Mage tapping into this chaotic realm causes the weave to contract, causing the Tides of Chaos around the caster to become more dense, and consequently more susceptible to disruption. Wild Mages susceptible to this phenomenon have started to refer to it as the "Tidal Surge" effect due to its resembling the turbulent waters during an intense storm.
The Rising Tide
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, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. Every spell you cast creates a progressively larger disruption of the magic weave around the caster. Until a Wild Magic Surge is triggered, the range of Wild Magic rolls triggering a Surge is expanded by one after each Wild Magic Surge check.
Once a Wild Magic Surge has been triggered or the Sorcerer takes a long rest the Tides of Chaos settle, and the chances of a Wild Magic Surge taking place return to normal.
Tidal Surge
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. After a using this ability, the odds of a wild magic surge increase dramatically. Instead of rolling a d20 to determine if a Wild Magic Surge takes place, you roll a d10(or smaller die, per your DM). This die is used until a Wild Magic Surge takes place, at which point this feature becomes usable again.
Fight The Tide(Optional Rule)
Even you are capable of containing the chaotic magic flowing through you. A max roll on a Wild Magic Surge check gives you the choice of intiating a Wild Magic Surge or not.
Tidal Flooding(Optional Rule)
As long as a you continue to disrupt the magical weave, the Tides of Chaos begin to pool around the caster. With Tidal Flooding, the Rising Tides of Chaos do not settle after a Wild Magic Surge takes place. Only after a long rest do the changes of a Wild Magic Surge return to normal(rolling a 1).
Credits
Rules from Questionably Qualified