This document uses Stirling Vermin's Sorcerer Revisited Draft as a base with revisions to Sorcery Point values. Please note that Stirling Vermin’s later Revisited versions use short rests instead of an action to refresh the pool, so this fork is based on the Draft version. These changes are broadly:

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

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 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on all saving throws it makes against the spell.

At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 6th, 10th, 14th, and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Your body is a living battery of arcane power. You can cast any spell with a material component without that component, if the component is not consumed by the spell and does not have a listed value. If the spell requires a material component that is consumed or affected by the spell (such as scrying or shillelagh), you must have the material component on hand to cast the spell, as normal.

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.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must be of a spell level you can cast. Alternatively, you can choose one of the metamagic options that you know and replace it with another metamagic option.

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 which you can cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

You know two 1st-level spells of your choice from the sorcerer spell list.

The number of sorcery points you have to spend increases as you gain levels in this class, as shown in the Sorcery Points column on the sorcerer class table. Your sorcerer level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

You gain a pool of 4 sorcery points that you can use to cast spells (and later manipulate their properties through your Metamagic feature). When you wish to cast a spell, you expend a number of sorcery points to create a spell slot of a given level as indicated on the chart below, and use that slot to cast a spell. You can’t reduce your sorcery point total to less than 0 or gain more than your maximum, and you regain all spent sorcery points when you finish a long rest.

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.

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 and Chapter 11 for the sorcerer spell list.

You start with the following equipment, in addition to the equipment granted by your background: - (a) a light crossbow or (b) any simple weapon - (a) a scholar's pack or (b) a explorer’s pack - two daggers

Empowered Spell When you roll damage for a spell, you can spend 1 sorcery 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 Metamagic option 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 1 sorcery point to increase its duration by one increment, to a maximum duration of 24 hours. Duration Extended Duration Duration Extended Duration 1 min. 10 min. 1 hour 8 hours 10 min. 1 hour 8 hours 24 hours

Forceful Spell When you deal damage with a spell, you may spend 3 sorcery points to force one of the spell’s targets (your choice) to make a Constitution saving throw against your spell save DC. On a failure, the creature is knocked prone and stunned until the end of its next turn.

Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Manipulative Spell When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to substitute that damage type for another one from that list.

Persistent Spell When your concentration ends on a spell of fifth level or lower, you can use your reaction and expend 3 sorcery points to briefly extend the spell. If your concentration ends on your turn, the spell's effects act as if you maintain concentration until the end of your turn. Otherwise, this metamagic effect ends at the beginning of your next turn.

Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

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 sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

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.

Wild Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to roll randomly on the wild saving throw chart below to determine what kind of saving throw the spell requires. This saving throw replaces the first saving throw required to resist the spell. Roll Attribute Roll Attribute 1. Strength 4. Intelligence 2. Dexterity 5. Wisdom 3. Constitution 6. Charisma

Font of Magic At 3rd level, you can use an action to regain all of your spent sorcery points. After using this feature, you cannot do so again until you have completed a long rest.

Spell Versatility Beginning at 3rd level, whenever you finish a long rest, you can replace one sorcerer spell you know with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

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.

Supernal Arcanum At 11th level, you have the fortitude to draw upon some of the most powerful magic possible. You can choose to learn spells of 6th level when you gain a level. You also gain a 6th level spell slot. which you can use to cast these and your other spells. At higher levels, your Supernal Arcanum improves. The maximum level of spell you can learn increases to 7th at 13th level, 8th at 15th level, and 9th at 17th level. In addition, you gain more spell slots to cast these and your other spells, as given on the Sorcerer table. You regain all spell slots when you finish a long rest.