This subclass has received minor changes
Level 1: Chaos Bolt
Level 3: Nathair's Mischief
Level 5: Blink
Level 7: Confusion
Level 9: Reincarnate
Level 11: Otto's Irresistible Dance
Level 13: Reverse Gravity
Level 15: Maze
Level 17: Prismatic Wall
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Whenever you cast a spell of 1st tier or higher, roll a d10. If the result on the die is equal to or less than the amount of sorcery points spent on the casting of the spell, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If a result would cast a spell whose tier is higher than what you are capable, reroll the result.
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 can not do so again until you finish a short or long rest.
Whenever you trigger a Wild Magic Surge, you gain an additional use of this feature. The maximum uses of this feature you can have at a time equals your proficiency bonus, losing any additional uses when you finish a long rest.
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.
At 10th 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.
Beginning at 18th level, the harmful energy of your spells intensifies. 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.