Wild Magic

sometimes, you're born with a fucked up connection to the weave. fix your shit ,, bro

Wild Magic Surge
At 1st level, immediately after you cast a Sorcerer spell of 1st level or higher, you must roll a d20. If you roll a number equal to or less than the level of the spell you cast, roll on the Wild Magic Surge table to create a random magical effect.

Roll a d20 to determine the severity of the effect, then a d100 to determine the specific effect.

Tides of Chaos
Starting at 1st level, you can choose 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.

Until you regain use of this feature, your chance of triggering a Wild Magic Surge on casting a spell doubles. During this time, when you trigger a Wild Magic Surge, you regain the use of this feature.

Bend Luck
Starting at 6th level, 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 1d6 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.

The die rolled with this effect increases to 1d8 at 14th level, and 1d10 at 18th level.

Controlled Chaos
At 14th level, whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment
Beginning at 18th level, 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.

Wild Magic Surge Table
Updated table can be found here.