Within the literature that inspires Dungeons & Dragons we see many tales of those born to magic. Some of these peoples are untrained, their magic barely controlled. In 5th edition D&D these are represented by Wild Magic Sorcerers. Not all fit the narrative around Sorcerers, because they are more than just an in-born mage. They have hints of spellcasting, but because it is born rather than learned control is not there.
Yes, multiclassing can solve this. So can a Feat.
The desire with Born to be Wild is to capture the feeling of those who have a tiny bit of innate magic in their bodies, but no control. Their magic sparks bizarre occurrences that range from helpful to destructive. Maybe they get trained someday. Maybe they are a warrior who can heal an ally, or a thief that can blast with missiles of power. Whoever they are, they struggle with innate powers and the impact of casting.
Born to be Wild
- Choose a cantrip from the following list: Prestidigitation, Thaumaturgy, Druidcraft. [This represents that you have innate minor powers]
- Choose any 1st level spell. You may now cast this spell once per short rest, but when you do you role on the Wild Magic Surge table of the Wild Magic Sorcerer. This spell may be added to your spell list, but whenever cast does cause a surge. [There is a temptation to have the player role on the table twice and let them choose the better effect.]
- Your spellcasting ability for these spells is Constitution. [This is to represent that the magic courses through your body.]
The intent here is to be similar in power to Magic Initiate, but to embrace the chaos of the Wild Magic Sorcerer. Dropping one cantrip and upping the usage of the spell is similar to the Artificer Initiate. Adding Metamagic would give the holder of the Feat control, which is in opposition to the intent.