Yet another redesign of the Sorcerer class Put together by L0gixIII (me), with elements from the r/DnDHomebrew Community, the r/UnearthedArcana community, the D&D wiki, and friends.

The Sorcerer Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence. or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. Raw Magic Magic is a part of every sorcerer. Suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. Others still gain it from a primordial phenomena, whether it be a natural disaster, a near death experience involving the elements, or an infusion of primordial power. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can't name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Unexplained Powers Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded. and it has a tendency to spill out in unpredictable ways if it isn't called on. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know. Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'lI choose an origin that ties to a piece of your past, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world-the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power. Quick Build You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells Color Spray, shield and magic missile.

The Sorcerer Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Spell Level 1st +2 Spellcasting, Sorcerous Origin 4 4 4 1st 2nd +2 Font of Magic, Sorcerous Restoration 4 5 8 1st 3rd +2 Metamagic 4 6 17 2nd 4th +2 Ability Score Improvement 5 7 21 2nd 5th +3 — 5 8 32 3rd 6th +3 Sorcerous Origin Feature, Metamagic 5 9 38 3rd 7th +3 — 5 10 45 4th 8th +3 Ability Score Improvement 5 11 52 4th 9th +4 — 5 12 66 5th 10th +4 Metamagic 6 13 74 5th 11th +4 — 6 15 84 6th 12th +4 Ability Score Improvement 6 15 85 6th 13th +5 — 6 17 96 7th 14th +5 Sorcerous Origin Feature 6 17 97 7th 15th +5 Sorcerous Endurance 6 19 109 8th 16th +5 Ability Score Improvement 6 19 110 8th 17th +6 Metamagic 6 21 124 9th 18th +6 Sorcerous Origin Feature 6 21 132 9th 19th +6 Ability Score Improvement 6 22 142 9th 20th +6 Innate Sorcery 6 22 153 9th . CLASS FEATURES As a sorcerer, you gain the following c1ass features. HIT POINTS Hit Dice: 1d6 per sorcerer level Hit Points at 1st level: 6 + your Constitution modifier Hit Points at Higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st PROFICIENCIES [changed] Armor: None Weapons: Simple Weapons Tools: One of your choice Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion . Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer's pack or (b) an explorer's pack

the toolset with which you chose to have proficiency

two daggers Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting, the end of this document for the sorcerer spell list, and Page 288 of the Dungeon Master's Guide (or the next page of this document) for the rules on Spell Points.

Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Points The Sorcerer table shows how many spell points you have for casting your sorcerer spells, as well as the highest level of spell you can cast. To cast one of these sorcerer spells, you must expend the appropriate number of points to cast it at its level or higher. You regain all expended spell points when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a maximum spell level of 2nd level, you can cast burning hands as either a 1st-level or a 2nd-level spell, spending the appropriate number of points. Spell Points Spell level Spell Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13 Spells of 6th level and higher are particularly taxing to cast. You can only cast one spell of each level 6th level or higher. You can’t cast another of those levels until you finish a long rest. Spells Known of 1st level and Higher You know three 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level at or below your maximum spell level. For example, when you reach 3rd level in this c1ass, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this c1ass, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a base level which you can cast. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition. you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC 8 + your proficiency bonus + your Charisma modifier Spell attack modifier your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your sorcerer spells. Spell Versatility Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace. Note that cantrips are spells. Sorcerous Origin At 1st level, choose a sorcerous origin, which describes the source of your innate magical power, detailed after the core c1ass description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Font of Magic At 2nd level, you tap into a deep wellspring of magical talent within yourself. This wellspring is part of your Spell Point pool. This talent allows you to create a variety of magical effects. You gain the following ways to spend your Spell Points. Empowering Reserves When you make an ability check on your turn, you can spend 2 spell points to gain advantage on the check. Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 spell points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. Sorcerous Fortitude As an action, you can spend any number of spell points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Sorcerous Restoration At 2nd level, when you finish a short rest, you regain spell points equal to half your Sorcerer level. You cannot do this again until after you finish a long rest. Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic Options of your choice, which are described at the end of the class description. You gain two more at 6th, 10th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Sorcerous Endurance Befinning at 15th level, you've become accustomed to the power involved with casting higher level spells. You can cast spells at 6th and 7th level a number of times equal to your Charisma modifier (minimum of twice), instead of once, between long rests. Innate Sorcery At 20th level, choose 2 Metamagics you know that cost 1 or 2 spell points. You no longer have to spend spell points to use those Metamagics. You cannot choose a Metamagic that has a variable cost.

Sorcerous Origins Different sorcerers c1aim different origins for their innate magic. Many of these variations exist, a few of which are listed here. Aberrant Soul An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered. Aberrant Magic Your aberrant nature changes your mind in subtle but profound ways. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher or a cantrip, you can select the spell or cantrip from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell Cantrip Eldritch Blast 1 Arms of Hadar 1 Dissonant Whispers 1 Hellish Rebuke 2 Crown of Madness 2 Detect Thoughts 3 Enemies Abound 3 Hunger of Hadar 4 Compulsion 4 Evard's Black Tentacles 5 Modify Memory 5 Rary's Telepathic Bond 6 Magic Jar 6 Word of Recall* 7 Simulacrum * You designate a sanctuary that does not have religious significance, but personal significace that is somehow related to your Aberrant Nature. Warped Being Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor. Psionic Sorcery When you cast a spell that requires material components, you can spend a number of spell points equal to the spell's level and ignore all material component requirements. Psychic Defenses At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. Revelation in Flesh Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more spell points to magically transform your body for 1 minute. For each spell point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends: • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing. • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus. • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to automatically escape from nonmagical restraints or being grappled. • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you. Warp Reality At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura. As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can’t use it again until you finish a long rest.

Chaotic Soul 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. Chaotic Magic Your affinity for Chaos gives you the option to learn some non-sorcerer spells. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher or a cantrip, you can select the spell or cantrip from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell Cantrip Fire Bolt (1) Cantrip Shocking Grasp (1) 1 Chromatic Orb (1) 3 Fireball (1) 4 Storm Sphere (2) 4 Wall of Fire (2) 5 Bigby's Hand (1) 7 Delayed Blast Fireball (2) 9 Storm of Vengeance (2) If you gain a spell through this feature, you must roll to determine the damage type, either (1) when the spell is cast, or (2) each time you roll damage created by the spell. Any effects of the damage type (such as fire igniting flammable objects) could be adjusted to fit the new damage type, at your DM's discretion. A list of possible effects is included in the table below. Chaotic Magic Damage d8 Damage Type Possible Effects 1 Acid Dissolve soluble materials 2 Cold Slow targets 3 Fire Ignite flammable objects not worn or carried 4 Force Push creatures and unsecured objects away from source 5 Lightning Make creatures unable to take reactions 6 Poison Incapacitate targets 7 Radiant Blind targets 8 Thunder Deafen targets If the spell is on the sorcerer spell list, you may also learn it normally outside of this feature. You may not knowor have prepared two versions of the same spell as a result of gaining it both from this feature and another source (such as learning it from the sorcerer's or another class' spell list normally). Chaotic Surge . Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can ask you to roll a Surge Check. Roll a d100 against a DC of 10. On a failure, you roll on the Magic Surge table to create a random magical effect. If the level at which you cast the spell is your Maximum Spell Level, you automatically fail this check. If anything increases your Magic Surge DC, you roll a Surge Check the next time you cast a spell as if the DM had asked you to. You cannot use a class feature or perform an action that would increase your Wild Magic DC above 20. The DC resets to 10 after you finish a long rest. At 14th level, your maximum Magic Surge DC becomes 25.

Tides of Chaos Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You must choose to use this ability before you make the roll. You can use this feature again with no penalty after you finish a long rest. Any time you use this feature after the first but before a long rest, your Magic Surge DC increases by 5. Bend Luck Starting at 6th level, you have the ability to twist fate using your chaotic nature. 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 spell 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. Before you roll, you can choose to roll more than one d4. If you roll 2d4, increase your Magic Surge DC by 2. If you roll 3d4, increase your Magic Surge DC by 5. Controlled Chaos At 14th level, you gain a modicum of control over the surges of your chaotic magic. Whenever you roll on the Magic Surge table, you can roll twice and use either number (your choice). Spell Bombardment 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, you can roll that die again and add the result to the total damage. You can do this for every die on which you roll maximum, but only once per die, even if you roll the maximum again. Magic Table Consult the Wild Magic Table on page 104 of the Player's Handbook for use as the Magic Surge Table.

Clockwork Soul A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way. Clockwork Magic Your connection to the plane of absolut order allows you to use spells which other sorcerers cannot. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher or a cantrip, you can select the spell or cantrip from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell Cantrip Encode Thoughts 1 Alarm 1 Compelled Duel 1 Sanctuary 1 Sense Emotion 2 Find Traps 2 Heat Metal 2 Locate Object 3 Glyph of Warding 3 Nondetection 4 Arcane Eye 4 Leomund's Secret Chest 5 Antilife Shell 5 Wall of Force 6 Forbiddance 6 Programmed Illusion 7 Forcecage Restore Balance Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Bulwark of Law Starting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend spell points to create a magical ward around yourself or another creature you can see within 30 feet of you. You can spend a number of spell points up to half your sorcerer level. The ward lasts until you finish a long rest or until you use this feature again. The ward has a number of points equal to 5 times the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those points of its choosing up to half your sorcerer level, and reduce the damage taken by the total of points spent. Trance of Order Starting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again for free until you finish a long rest, but you can spend 5 spell points to use this action again at any time. Clockwork Cavalcade You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing: The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.

Any damaged objects entirely in the cube are repaired.

Every spell of 6th level or lower ends on creatures and objects of your choice in the cube. Once you use this action, you can’t use it again for free until you finish a long rest, but you can spend 10 spell points to use it again at any time.

Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. Favored Souls, as these Sorcerers are called, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastial positions are dominated by a few bloodlines and preserved over generations. Divine Magic Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or sorcerer spell of 1st level or higher, you can choose the new spell or cantrip from the cleric spell list, in addition to the sorcerer spell list. you must otherwise obey all the restrictions for selecting the spell. A cleric spell you gain this way becomes a sorcerer spell for you. Supernatural Resilience At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum inreases by 1, and it increases by 1 again whenever you gain a level in this class. Favored by the Gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. Blessed Countenance At 6th level, youre divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your porficiency bonus applies to a Charisma check, you instead apply double your proficiency bonus. Divine Purity At 14th level, you become immune to disease, poison damage, and the poisoned condition. Unearthly Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.

Draconic Soul Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Draconic Ancestry Dragon Damage Type Red Fire Blue Lightning Green Poison Black Acid White Cold Gold Fire Silver Cold Bronze Lightning Brass Fire Copper Acid You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Draconic Magic Your affinity for Wyrms gives you the option to learn some non-sorcerer spells that focus on them or relate to their abilities. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher or a cantrip, you can select the spell or cantrip from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell 1 Beast Bond* 1 Command 1 Speak with Animals* 1 Unseen Servant 2 Calm Emotions 2 Enthrall 2 Nystul's Magic Aura 3 Bestow Curse 3 Conjure Animals* 5 Geas 5 Legend Lore 8 Feeblemind *Unless you gain this spell from another source, you instead use wyrms where you would normally use beasts. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Elemental Affinity At 6th level, you have resistance to the damage type associated with your draconic ancestry. Additionally, when you are hit by an attack or spell that does damage of that type, you can use your reaction and spend 2 spell points to gain immunity to that damage type until the beginning of your next turn. If you had resistance to the damage type before gaining this feature, this reaction instead only costs 1 spell point. Also at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage.

Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 spell points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Elemental Soul (NEW) You have a deep connection to a certain element. You are your element, and your element is you. Where did this come from? This is an adaptation of the Pyromancy archetype listed on wikidot here. On there it says that you are free to make an entirely new archetype with the smae features but a different damage type, so this is the next step: one archetype for every damage type, allowing for versatile play. Elemental Affinity When you choose this archetype at 1st level, choose one of the following damage types: Acid, Bludgeoning, Cold, Fire, Lightning, Thunder. The damage type you choose is your Affinity type, and is used by features you gain later. Elemental Metamagic Starting at 1st level, you know the Refabricated Spell Metamagic, and it does not count against your number of metamagics known. You use the expanded damage type list even when you spend only 1 sorcery point. Heart of the Element At 1st level, whenever you start casting a spell of 1st level or higher that deals damage of your Affinity type, elemental magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take damage of your Affinity type equal to half your sorcerer level (minimum of 1). Element in your veins At 6th level, you gain resistance to your Affinity type, and spells you cast ignore resistance to your Affinity type. Elementalist's Fury Starting at 14th level, when you are hit by a melee attack, you can use your reaction to damage the attacker. The damage type is your Affinity type, the damage equals your sorcerer level, and it ignores resistance to your Affinity type. Elemental Harmony At 18th level, you gain immunity to your Affinity type. In addition, any spell or effect you create ignores resistance to your Affinity type and treats immunity to it as resistance instead.

Fey Your magical inclination originates from the Feywild, a mystical place of nature and enchanting creatures. You may have a lineage tied to one such fey creature, or a history of exposure to the Feywild. Many Elven Sorcerers are born from with a fey inclination, though it can manifest in anyone for many reasons. Your ties to the Feywild may manifest in your personality as capriciousness, whimsical thinking, or a need to be free willed. You might have an uncanny beauty, or a natural charm. At your option, you can pick from or roll on the following table to create a unique trait for your character. Fey traits d6 trait 1 You have unusually long ears. 2 You talk to plants often, as if they were your friends. 3 You have an uncanny complexion. 4 You hate being trapped indoors or underground, much prefering open forests. 5 You're quite a bit shorter than the average of your race. 6 You love to make contracts, and are often trying to cut deals and favors. Fey Magic Your affinity for the Feywild gives you the option to learn some non-sorcerer spells that focus on charms, nature, and fey. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell Cantrip Druidcraft 1 Animal Friendship 1 Speak with Animals 2 Moonbeam 3 Plant Growth 3 Speak with Plants 4 Conjure Woodland Beings 5 Commune with Nature 6 Transport via Plants Fey Resiliance At 1st level, you have learned to resist the temptations of other fey creatures. You have adv. on saves vs. being charmed and being put to sleep magically. When you're forced to make a saving throw against being charmed or put to sleep, you can use your reaction and spend 2 spell points to grant yourself immunity to whichever effect triggered this feature until the beginning of your next turn. If you had a benefit that gave you advantage on the saving throw before gaining this feature (such as Fey Ancestry from the Elf Race), this reaction instead only costs 1 spell point. Uncanny Presence At 6th level, you can cloak yourself in magic whenever you cast magic of the fey. When you cast a spell of 1st level or higher that charms a creature, you can cast Sanctuary on yourself as part of the initial casting, without spending additional spell points. This version of Sanctuary is not dispelled when you force a creature to make a saving throw if the sole effect of failing it would be to charm or frighten that creature, or to make them fall asleep. You cannot use this feature again until you finish a short or long rest. Blink to Safety You have learned to shift into the feywild to avoid danger. When you are hit with an attack or fail a saving throw against a damaging spell, you may use your reaction to teleport 30ft in a direction directly away from the source of the attack or spell. You do this after any damage is taken. You have two uses of this feature. You regain any spent uses when you finish a long rest. Incredible Presence At 18th level, your connection to the fey has grown stronger. You no longer need to rest to use your Uncanny Presence again. Additionally, your Sanctuary effect from Uncanny Presence is not dispelled when you force a creature to make a saving throw if the sole effect of failing it would be to charm, frighten, incapacitate, or petrify the target creature.

Giant

Phoenix Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to firey magic, including your own. Phoenix Sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such Sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a Phoenix Sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and Phoenix Sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. Phoenix Soul Quirks d6 Quirk 1 You absentmindedly ignite small fires that quickly sputter out. 2 You cackle like a fiend when you unleash your fire spells. 3 You admire fire, even if it burns your friends. 4 You are covered in burns that mark the first time your power manifested. 5 You like your food charred. 6 You are brave to the point of recklessness. Ignite At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand - an object such as a torch, a piece of tinder, or the hem of drapes. Fire Magic Your affinity for Fire gives you the option to learn some non-sorcerer spells that focus on fire or heat. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher or a cantrip, you can select the spell or cantrip from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell Cantrip Produce Flame 2 Continual Flame 2 Flaming Sphere 2 Heat Metal 4 Flame Shield* 4 Conjure Minor Elemental** 5 Conjure Elemental*** * Unless you gain this spell from another source, you can only create a warm shield. ** Unless you gain this spell from another source, you can only summon steam, smoke, and magma mephits with it. *** Unless you gain this spell from another source, you can only summon fire elementals with it Mantle of Flame Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

Whenever you roll fire damage on your turn, the damage roll gains a bonus equal to your Charisma modifier. You have a number of uses of this feature equal to your Charisma Modifier. You regain any expended uses of this feature when you finish a long rest.

Phoenix Spark Starting at 6th level, the firey energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma Modifier, your Mantle of Flame immediately ends, and you cannot activate it again for 10 minutes. Once you use this feature, you can't use it again until you finish a long rest. Nourishing Fire Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that is fire based or includes a fire damage roll, you regain hitpoints equal to the slot's level + your Charisma modifier. Form of the Phoenix At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame, you gain additional benefits: You have a flying speed of 40 feet and can hover.

You have resistance to all damage.

If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.

Psionic

Runechild

Sea The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. Soul of the Sea At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your current speed. Sea Magic Your affinity for Water gives you the option to learn some non-sorcerer spells that focus on water or the cold. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell 1 Create or Destroy Water 3 Tidal Wave 4 Conjure Minor Elemental* 5 Conjure Elemental** 5 Maelstrom 6 Wall of Ice 6 Otiluke's Freezing Sphere 8 Tsunami * Unless you gain this spell from another source, you can only summon mud, steam, and ice mephits with it. ** Unless you gain this spell from another source, you can only summon water elementals with it Curse of the Sea When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. Once per turn when you cast a spell or cantrip, you can trigger the curse if that spell or cantrip deals cold, lightning, or thunder damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the triggering magic was not a cantrip (you choose the effect to use if more than one effect applies): Cold Damage: If the target takes cold damage from the triggering spell or cantrip, the target's speed is reduce by 15 feet until the end of your next turn. If the triggering spell or cantrip already reduces the target's speed, you instead increase that reduction by 10 feet.

Lighting/Thunder Damage: If the target takes lightning or thunder damage from the triggering spell or cantrip, the target takes additional damage of the appropriate type equal to your Charisma modifier.

Forced Movement: If the target is moved by the triggering spell or cantrip, increase the distance it is moved by 15 feet. Watery Defense At 6th level, you gain resistance to fire damage. Additionally, you gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level + your Charisma Score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest. Shifting Form Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size catagory smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. Water Soul Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: You no longer need to eat, drink, or sleep.

You can use your reaction to turn a critical hit against you into a normal hit.

You have resistance to bludgeoning, piercing, and slashing damage.

Shadow Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner as a response. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character. Shadow Quirks d6 Quirk 1 You are always icy cold to the touch. 2 When you are asleep, you don't appear to breathe (though you must still breathe to survive) and appear dead to all outside observation. 3 You don't bleed, even when badly injured. 4 Your heart beats once per minute. This sometimes suprises you. 5 You have trouble remembering that living creatures and corpses should be treated differently. 6 You blinked. Once. Last week. Eyes of the Dark Starting at 1st level, you have a darkvision with a range of 60 feet. If you already have permanent darkvision, you instead increase its range by 30 feet. You can cast darkness by spending 1 spell point. You can see through any darkness spell you cast using this ability. Strength of the Grave Starting at 1st level, your existance in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 8 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage and/or a critical hit. Hound of Ill Omen At 6th level, you gain ability to call forth a howling creature of darkness to harnass your foes. As a bonus action, you can spend 3 spell points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes: The hound is size Medium

The hound can move through other creature and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target Roll for initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attakcs, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. Shadow Walk At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. Shadow Form At 18th level, you can spend 7 spell points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute, or until you end it as a bonus aciton.

Stone Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes. Bonus Proficencies At 1st level, you gain proficiency with shields and martial weapons. Metal Magic Your affinity for metal and weapons gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell 1 Compelled Duel 1 Searing Smite 1 Thunderous Smite 1 Wrathful Smite 2 Branding Smite 2 Magic Weapon 3 Blinding Smite 3 Elemental Weapon 4 Staggering Smite 4 5 5 6 Tenser's Transformation 6 7 Stone's Durability At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you're not wearing armor. Your skin assumes a stoney appearance while this is active. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. Stone Aegis Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection. As a bonus action, you can spend 2 spell points and grant an aegis to one creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protets the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 3 points of damage. This damage reduction increases as you gain sorcerer levels, as shown in the damage reduction table below. Stone Aegis Sorcerer Level Damage Reduction 6th 3 8th 4 11th 5 17th 6 20th 7 In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. The aegis lasts for 1 minute, until you use it again, or until you are incapacitated. Stone's Edge Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals bludgeoning, piercing, or force damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. Earth Master's Aegis Beginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits. This does not increase the spell point cost of summoning the aegis.

Storm Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm Sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by ashuagin, pirates, and other waterborne threats Storm Magic Your affinity for lightning and air gives you the option to learn some non-sorcerer spells that focus on lightning and thunder, weather, and air. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells as if they were part of the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell. A spell chosen this way becomes a sorcerer spell for you. Spell Table Spell Level Spell 2 Skywrite 3 Call Lightning 3 Wind Wall 4 Conjure Minor Elemental* 5 Conjure Elemental** 7 Whirlwind 8 Control Weather 9 Storm of Vengeance * Unless you gain this spell from another source, you can only summon smoke, steam, and dust mephits with it. ** Unless you gain this spell from another source, you can only summon air elementals with it Storm Guide Starting at 1st level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Tempestuous Magic At 6th level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. Storm's Fury Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. Wind Soul At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creathures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Metamagic Shifts When a Shift specifies an amount of spell points you have to spend to use it, these spell points are in addition to the spell points you spent to cast the spell, unless otherwise noted. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic Shift during the casting of the spell. Extended Spell When you cast a spell that has a duration of 1 minute or longer. you can spend 2 spell points to double its duration, to a maximum duration of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting. Subtle Spell When you cast a spell, you can spend 1 spell point to cast it without any somatic ar verbal components. You can use Sublte Spell even if you have already used the Invisible Spell or the Silent Spell Metamagic Shifts during the casting of the spell. Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip). Delayed Spell When you cast a spell, you can expend 2 spell points to delay its effect one to three turns. As you cast the spell, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and triggering of the spell that would make it impossible - such as the target leaving the spell's maximum range before the spell goes off - the spell fails. Precise Spell When you cast a spell that requires one or more spell attack rolls, you can expend 2 spell points to gain advantage on one roll. Translocated Spell When you cast a spell, you can spend 1 spell point to change the origin of the spell to any space you choose within 30 feet of you. If it has a range of self, you can have it instead affect one ally you can see within 30 feet of you. If the spell affects another creature, you must be able to see that creature. Invisible Spell When you cast a spell with a duration of instantaneous that other creatures can see, you can expend 1 spell point to make any visual manifestations of the spell's casting invisible. Environmental effects of the spell are still visible, such as moving or changing objects or creatures and the effects of the spell can still be felt by those it would affect, as well as be detectable through Detect Magic, True Seeing and other similar abilities. You can use Invisible Spell even if you have already used the Subtle Spell or the Silent Spell Metamagic Shifts during the casting of the spell. Silent Spell When you cast a spell with a duration of instantaneous that other creatures can hear, you can expend 1 spell point to make any audible manifestations of the spell's casting create no sound. Environmental effects of the spell are still visible, such as moving or changing objects or creatures and the effects of the spell can still be felt by those it would affect, as well as be detectable through Detect Magic and other similar abilities. This Shift fails if the sound is a vital component to the success of the spell (such as a spell that deafens someone). You can use Silent Spell even if you have already used Subtle Spell or Invisible Spell during the casting of the spell. Homing Spell When you cast a spell that requires a spell attack roll, you can expend 1 spell point to target a creature that has left your line of sight since your last turn but is still within the range of the spell. You can use Homing Spell even if you have already used Seeking Spell during the casting of the spell.

Sculpted Spell When you cast a spell with a range that affects an area, you can expend 1 spell point to change the area's shape in one of the following ways: If the spell's range is a line, you can change it to a cone of half range.

If the spell's range is a cone, you can change it to a 5-foot-wide line with double range

If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.

If the spell's range is a cylinder, you can change its area to a sphere of double radius. Seeking Spell When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 spell point to ignore the effects of half- and three-quarters cover against targets of the spell. You can use Seeking Spell even if you have already used Homing Spell during the casting of the spell. Squished Spell When you cast a spell with a range that affects an area, you can expend 1 spell point to change the area's shape in one of the following ways: If the spell's range is a line, you can half its length and double its width. If it is 10 feet wide or wider, you can half its width and double its length.

If the spell's range is a cone, you can half its distance and double its width, or double its distance and half its width.

If the spell's range is a cylinder, you can double its radius and divide its height by 4, or half its radius and quadruple its height

If the spell's range is a sphere, you can change it to an elipse; One axis doubles in length, while another axis halves in length.

If the spell's range is a cube, you can change it to a rectangular prism; One axis doubles in length, while another axis halves in length. Explosive Spell When you cast a sorcerer spell that effects a cone, line, or cube shaped area originating from you (such as Burning Hands or Thunderwave), you can spend a number of spell points equal to the spell's level to change the area of effect (1 spell point if it is a cantrip). You are not affected by any instantaneous effects of a spell centered on yourself using this Shift. If the area was originally a line, it instead effects a radius around you equal to 1/4 of the length of the line (rounded up), to a maximum of 20 feet.

If the area was originally a cone, it instead effects a radius around you equal to 3/5 of the length of the cone (rounded up).

If the area was originally a cube, it instead affects a radius around you equal to 3/5 the length of one side (rounded up).

If the area is a sphere, you can choose to center it on yourself, excluding yourself from its effects. Effortless spell. When you cast a spell that requires concentration to maintain you can choose to double the spell point cost of the spell (e.g. spending 4 spell points for a 1st level spell, up through 26 points for a 9th level spell). A cantrip costs 2 points. That spell does not require concentration, and instead lasts for the full duration. You can only have one spell under this effect at a time. Refabricated Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 spell point to change the damage type to one of the other listed types; Acid, Cold, Fire, Lightning, Thunder. If you spend 3 spell points instead of 1, the list is expanded to Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Slashing, and Thunder. Targeted Spell When you cast a spell that allows you to force creatures in an area of effect to make a saving throw, you can spend 1 spell point to instead make a ranged spell attack against a single target that would be in the range with advantage. On a hit, they suffer the effects as though they failed their save. Maximized Spell When you hit with a spell that deals damage, before you roll for damage, you can expend 1 spell point to deal maximum damage with 2 damage dice. You can spend additional spell points, to a maximum of half the spell's level, rounded up, (minimum 1), to maximize 2 additional dice for every adittional spell point spent. Unerring Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Sorcerer Spell List with Sources

(None) = PHB, EE = Elemental Evil, SCAG = Sword Coast Adventure's Guide, UA = Unearthed Arcana (1 = Starter Spells, 2 = That Old Black Magic, 3 = Modern Magic), XGE = Xanathar's Guide to Everything. Cantrips (0 Level) Acid Splash

Blade Ward

Booming Blade (SCAG)

Chill Touch

Create Bonfire (EE)

Control Flames (EE)

Dancing Lights

Fire Bolt

Friends

Frostbite (EE)

Green-Flame Blade (SCAG)

Gust (EE)

Infestation (XGE)

Light

Lightning Lure (SCAG)

Mage Hand

Mending

Message

Minor Illusion

Mold Earth (EE)

Poison Spray

Presidigitation

Primal Savagry (XGE)

Ray of Frost

Shape Water (EE)

Shocking Grasp

Sword Burst (SCAG)

Thunderclap (EE)

True Strike

1st level Burning Hands

Catapult (EE)

Charm Person

Chaos Bolt (XGE)

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Earth Tremor (EE)

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Grease

Ice Knife (EE)

Infallible Relay (UA3)

Jump

Mage Armor

Magic Missile

Protection from Evil and Good

Ray of Sickness

Shield

Silent Image

Sleep

Sudden Awakening (UA1)

Thunderwave

Witch Bolt 2nd Level Alter Self

Aganazzar's Scorcher (EE)

Blindness/Deafness

Blur

Cloud of Daggers

Crown of Madness

Darkness

Darkvision

Detect Thoughts

Dragon's Breath (XGE)

Dust Devil (EE)

Earthbind (EE)

Enhance Ability

Enlarge/Reduce

Find Vehicle (UA3)

Flame Blade

Flaming Sphere

Gust of Wind

Hold Person

Invisibility

Knock

Levitate

Maximilian's Earthen Grasp (EE)

Mind Spike (XGE)

Mirror Image

Misty Step

Phantasmal Force

Pyrotechnics (EE)

Scorching Ray

See Invisibility

Shadow Blade (XGE)

Shatter

Snilloc's Snoball Swarm (EE)

Spider Climb

Suggestion

Warding Wind (EE)

Web 3rd Level Blink

Catnap (XGE)

Clairvoyance

Conjure Lesser Demon (UA2)

Counterspell

Daylight

Dispel Magic

Enemies Abound (XGE)

Erupting Earth (EE)

Fear

Fireball

Flame Arrows (EE)

Fly

Gaseous Form

Haste

Hypnotic Pattern

Lightning Bolt

Major Image

Melf's Minute Meteors (EE)

Protection from Ballistas (UA3)

Protection from Energy

Sleet Storm

Slow

Stinking Cloud

Thunder Step (XGE)

Tongues

Vampiric Touch

Wall of Water (EE)

Water Breathing

Water Walk

4th Level Banishment

Blight

Charm Monster (XGE)

Confusion

Conjure Balgura (UA2)

Conjure Shadow Demon (UA2)

Dimension Door

Dominate Beast

Fire Shield

Greater Invisibility

Ice Storm

Polymorph

Sickening Radiance (XGE)

Stoneskin

Storm Sphere (EE)

Synchronicity (UA3)

Vitriolic Sphere (EE)

Wall of Fire

Watery Sphere (EE) 5th Level Animate Objects

Cloudkill

Cone of Cold

Conjure Vrock (UA2)

Control Winds (EE)

Creation

Dominate Person

Enervation (XGE)

Far Step (XGE)

Hold Monster

Insect Plague

Immolation (EE)

Seeming

Skill Empowerment (XGE)

Synaptic Static (XGE)

Telekinesis

Teleportation Circle

Wall of Light (XGE)

Wall of Stone 6th Level Arcane Gate

Chain Lightning

Circle of Death

Disintegrate

Eyebite

Flesh to Stone

Globe of Invulnerability

Investiture of Flame (EE)

Investiture of Ice (EE)

Investiture of Stone (EE)

Investiture of Wind (EE)

Mass Suggestion

Mental Prison (XGE)

Move Earth

Scatter (XGE)

Sunbeam

True Seeing 7th Level Conjure Hezrou (UA2)

Crown of Stars (XGE)

Delayed Blast Fireball

Etherealness

Finger of Death

Fire Storm

Plane Shift

Power Word Pain (XGE)

Prismatic Spray

Reverse Gravity

Teleport 8th Level Abi-Dalzim's Horrid Wilting (EE)

Demiplane

Dominate Monster

Earthquake

Incendiary Cloud

Power Word Stun

Sunburst 9th Level Foresight

Gate

Mass Polymorph (XGE)

Meteor Swarm

Power Word Kill

Psychic Scream (XGE)

Time Stop

Wish

Author's Notes (and justifications) Greetings, fellow Adventurer! Thanks for reading this far. I bet a few of you are wondering why I decided this needed to be done. It's well known across the D&D community that many think the sorcerer doesn't hold up against the other classes in the PHB, and that it's difficult to enjoy playing it at times as a result. This is meant to fix many of the issues I've heard pointed out over time, as well as experiment with implementing new ideas in the sorcerer. By far, the thing I've noticed the most from others is the number of spells. Sorcerers are incredibly limited in how many they can know, with a maximum of 15 at level 20. Compare that to a wizard's possible 25 at a time, which they can change every long rest, or a Land Druid's 33 with their Circle Spells. Even the bard, who used to not be a main caster, gets 21 spells known just naturally, not to mention the ones they can learn from any class list through their bardness. Since this is a major part of what makes the Sorcerer who they are, I decided not to give them too many more, but a few more seemed almost necessary. Part of what makes a Sorcerer a Sorcerer is their metamagic. While they may not have too many spells, they can customize them. But again, here we see that the Sorcerer is too limited normally. Yes, they have things, like twin spell, which are incredibly powerful, but the point of MM is not to make the Sorcerer an amazing blaster - it's to distinguish Sorcerers from the rest as more imporvisational casters. So, why not have some more interesting MM, and let them have more flexibility? I gathered MMs from multiple different places, as well as came up with some myself. I doubled the number of MM a Sorcerer could pick, so that they had more of an ability to adapt. I tried not to make any one of them too powerful, which is why you'll see a few that seem to be in similar veins - splitting a concept across multiple MMs. This is quite possibly the least balanced portion of the redesign, and it will need the most testing - twice as many MMs, some more powerful than others. The next thing that's been so heavily modified is the Origins. Not many play the Wild Magic Sorcerer as-is, because there is so little there that actually make it worth it. The MAIN feature of it is so DM dependent that it could never come up, even though that would be the main reason someone would play it, as the other features didn't come to shove against the dragon origin. I wanted rolling on the Wild Magic Table to be a real possibility that you had to consider when casting a spell. If you didn't (or did) want it to happen, you should consider that when you cast. The whole origin should give an atmosphere of pure chaos in character form, swirling and ready to lash out. That's where the change in monicer came from, as well as rolling for damage type. The new archetypes that you may or may not have seen before are each from Unearthed Arcana, aka D&D beta-testing, save for two. The Storm Sorcerer can be found in the Sword Coast Adventurer's Guide, as well as an older UA. The Fey Origin is one created by Doctor Necrotic on Demons&Deathrays, which I have taken and modified to contrast the Shadow Origin. There have been changes made to the other archetypes, like adding an increase to the Sorcerer's spell list in each one (NOT spell known, just which you can pick), but that has been mostly for flavor, and because each origin could use to be more distinguished. This could change in the future if it turns out metamagic is too powerful for some of these spells. Now, I still haven't touched on the second thing you probably noticed - the Spell Points. This is one of few edits I made not for a reason of balance. This is simply an experiment, as it's a neat concept to distinguish a Sorcerer, slinging spells and making stuff up as he goes along with his knowledge from experience, from a Wizard, who methodically trained to be able to cast her spells in specific proportions. I did not come up with this idea at all, mind you - they spell point rules are in the Dungeon Master's Guide, and the idea to combine them with Sorcery Points came from the Nerdarchy video on the subject, [shameless plug] which you should totally go check out, they're cool people [/shameless plug]. I apologize for going on for so long about my explanations for things. I have to thank again all of the places that I drew inspiration from; Nerdarchy and The Middle Finger of Vecna for their metamagics, Demons&Deathrays for their Sylvan Bloodline, and Reddit for their metamagics and suggested fixes to the class. I have to thank Matthew Mercer and Matthew Coleville, for giving me the inspiration to start playing D&D, start Dungeon Mastering, and start Homebrewing like this.