A Sorcerer subclass
Presented as a modified version of the Wild Magic Sorcerous origin published by Wizards of the Coast. These changes are designed to increase the frequency of Wild Magic surges.
Modifications from standard rules are in italics.
1st-level Wild Magic feature
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, immediately after you cast a sorcerer spell of 1st level or higher, you must roll for a Wild Magic Surge. You then regain the use of this feature.
1st-level Wild Magic feature
Your spellcasting can unleash surges of untamed magic. A surge can be triggered through the described interactions with Tides of Chaos and Bend Luck. Additionally, Your DM can request this roll at any time of their choosing.
Roll a d20 and subtract any level of exhaustion affecting the caster. If you roll a 1 or less, roll on the Wild Magic Surge table to create a random magical effect.
If a Surge is not triggered, keep a tally of the number of times it has failed to trigger. Subtract the value of this tally from future rolls until a Wild Magic Surge occurs, at which point this tally is reset to zero.
6th-level Wild Magic feature
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.
Bend luck can optionally be used at a reduced cost of 1 Sorcery point, but doing so means you must immediately roll for a Wild Magic Surge.
14th-level Wild Magic feature
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.
18th-level Wild Magic feature
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.