Sorcerer
Regardless of the origin of a sorcerer's power, most discovered their power when it began to manifest in unpredictable and often disturbing manners, such as haunting lights or mysterious sounds. In time, most sorcerers realized they were the source of the disturbance and gain some level of control over it, either for good or ill. Many seek out other arcane users to help them understand their powers.~
Project
This subclass seem to get very high and very low rankings at the same time. So, this revision was focused on changing limitations found with some people’s game style and/or removing the DM from the requirements.
Wild Magic
From Player's Handbook
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of 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 of your birth, with no apparent cause or reason. However, it came to be, this chaotic magic churns within you, waiting for any outlet.
Note:
Whatever version of this subclass you use, make sure everyone at the table will be okay with it. This subclass focuses on random and chaotic events that may or may not be okay with everyone.
Unlike the other subclasses, the focus to make this subclass less dependent on the GM brought odd responses, so this subclass layout is a little bit different than the other subclasses.
Required:
In the boxes for both of your 1st level features is a choice on how that feature will trigger. Both sections will require you to pick at least one or have a substitute rule to cover it.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. If a Surge check is required, then immediately after you cast a sorcerer spell of 1st level or higher, you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
The Player and DM need to choose and agree on at least one of these affects as part of the Wild Magic Surge feature.
- (Original) Anytime you use a spell slot, the DM can call for a Surge check.
- (Optional) Anytime you use your highest spell slot, do a Surge check.
- (Optional) Anytime you use a spell slot, do a Surge check and if the number is equal to or lower than the spell slot used, then roll on the Wild Magic Surge table.
- (Optional) After using any spell slot, roll a d20. If it is 11-20, you do a Surge check.
- (Optional*) If a Surge check does not trigger a roll on the Wild Magic Surge table, then add the next increment number to the trigger roll. (1, 1 or 2, 1 or 2 or 3, etc). The trigger values reset to 1 when it triggers a roll on the Wild Magic Surge table or after a long rest.
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. You cannot use this feature again until it is regained or after you finished a long rest.
The Player and DM need to choose and agree on at least one of these affects as part of the Tides of Chaos feature.
- (Original) 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.
- (Optional) The next time you cast a sorcerer spell of 1st level or higher, roll on the Wild Magic Surge table immediately after. You then regain the use of this feature.
- (Optional) Until you regain use of this feature, do a Surge check every time you cast a sorcerer spell of 1st level or higher. You regain the use of this feature after you roll on the Wild Magic Surge table .
- (Optional) Any time during a long rest and before you regain the use of this feature, do a Surge check. You regain the use of this feature at the end of the long rest.
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 as you channel wild magic into it. 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.
Note:
Most of these options are generally used or has bounced between so many tables that there is no reasonable way to give credit to them.
Note*:
This is based on Brennan Lee Mulligan’s rules. (Dimension 20, CollegeHumor, etc.) Unsure if this was his personal edit or someone else's, but credit is given to him due to where we got it.
Origion File Location
Files copied from Revision on Homebrewery.