I've made a homebrew on the "Wild Magic" sorcerer, with less focus on "unpredictable" effects and more focus on "sudden floods of raw magic power". I would appreciate any constructive feedback. Much of the flavor text stayed from the original phb Wild Magic.
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.
Wild Magic (alternate)
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.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of dangerous untamed magic.
When you cast a sorcerer spell of 1st level or higher, roll an additional d6. You take damage equal to your proficiency bonus unless you spend one sorcery point to prevent it. On a 6, give yourself advantage if you are making a spell attack roll, or disadvantage on the targets' saving throws. If neither of those can apply, double the duration of the spell's effects.
Starting at 6th level, your innate connection to magic itself allows you to sense its chaos in the air when a spell has been cast. The spell's residue lingers in a 30 foot radius for 1 hour per spell level.
When you are within an area that has this residue, your spell attack rolls can critically hit on both a 19 and 20 and your Spell Save DC is 1 higher than it otherwise would be. This effect can only apply once per turn.
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll your Wild Magic Surge, you may roll any number of d6 instead of just one. You take damage for each d6 rolled, and may spend one sorcery point to prevent damage from each die separately
When you see another creature within 30 feet of you casting a spell, you may apply your Wild Magic Surge to their spell as a reaction. You still take any relevant damage for this surge.
Beginnning 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 this feature once per turn.