This is my first stab at making my own homebrew subclass. It's loosely based off the Arcana Domain but for sorcerers. In my head I wanted it to feel like a more cleric oriented version of the divine soul sorcerer. If you have any thoughts on any of the subclass options, I would love to hear them. Here it is:
You have honed your gifts by following the path your deity laid before you accomplish truly amazing magical feats. Your arcane nature is not merely meant to benefit something so mundane as yourself, but rather the will of the gods themselves. To be so blessed is to understand that you serve a greater purpose, a calling
Sorcerer's Apprentice
When you choose the sorcery domain at 1st level, you gain proficiency in the arcana skill, and learn two cantrips of your choice from the sorcerer spell list. These cantrips count as cleric cantrips for you.
Channel Divinity: Sorcerers Blessing
Starting at 2nd level, you can use your Channel Divinity to protect your allies from magical attacks.
As an action, you present your holy symbol, and grant all creatures of your choice within 30 feet, including yourself, 2d4 plus your cleric level temporary hit points, and advantage on all saving throws from spells and other magical effects impacting 1 ability score of your choice for 1 minute.
Channel Divinity: Metamagic of the Gods
Starting at 6th level, you can use yourtwo Channel Divinity uses to gain the gift of metamagic for 1 minute.
As an action, you clutch your holy symbol, and gain the ability to use Metamagic for 1 minute by expending two Channel Divinity slots. choosing two Metamagic options of your choice from the sorcerer class for that period of time. At 6th level, choose two metamagic options from the list below. Any time you reach an ability score improvement in this class, you may replace 1 of your metamagic options. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. You gain five3 sorcery points to spend on Metamagic for the duration. Your pool of sorcery points increases to 4 sorcery points at Level 8, and increases again to five sorcery points at Level 17.
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 sorcery point and choose a number of those creatures up to your CharismaWisdom 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 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.
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 CharismaWisdom modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different 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 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 sorcery 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 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sorcerer's Spell Mastery
At 17th level, you choose four spells from the sorcerer spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
At level 6, this subclass can spend 10 sorcery points per short rest and can choose from the entire list to fit the immediate situation. A full class sorcerer of the same level has 6 sorcery points per long rest and is stuck with only two metamagics at a time. This is just a way better sorcerer than a real sorcerer is.
Advantage on all saves for a minute is likewise very, very strong. I don't mean to be discouraging, but I would tone this guy down quite a bit. Metamagic-wise, it should be able to do like half of what a sorcerer of the same level can do.
You're not being discouraging at all! I'm looking for feedback because I've never tried to balance one of these before.
Yeah I debated between 3, 4 and 5 sorcery points quite a bit myself. 3 just felt like not enough because it's (for instance) 1 twined spell and 1 quickened spell and then the effect is gone. At higher levels the sorcerer will keep getting more (and can recharge it with font of magic), but this cleric can't other than via channel divinity. But you're probably right, maybe I'll dip it to 3. I liked the idea of the flexibility to represent that the metamagic is coming from the deity and not the person ... but it is admittedly VERY strong.
I'm not sure how to better represent represent protection from magic. Maybe advantage on saving throws from spells and magical effects effecting 1 ability score for 1 minute? Whats a way that nerfs it but doesn't kill the concept?
EDIT: Made suggested changes regarding metamagics and sorcery points. Old language struck through to still reflect what it was.
Update: after some reflection, decided to nerf the metamagic channel divinity at 6th level even more by making it cost 2 channel divinity charges just like elemental wild shape costs two wild shapes for moon druids. That will increase cost for using it substantially. However, to improve it's utility over time, your sorcery points increase by 1 with every time you reach a subclass milestone thereafter.
Level 6 - 3 Sorcery Points per Short Rest
Level 8 - 4 Sorcery Points per Short Rest
Level 17 - 5 Sorcery Points per Short Rest
Granted if a party is taking more than 2 short rests per adventuring day, then that's still pretty powerful ... I feel like that doesn't happen frequently in my games.
Hey everyone,
This is my first stab at making my own homebrew subclass. It's loosely based off the Arcana Domain but for sorcerers. In my head I wanted it to feel like a more cleric oriented version of the divine soul sorcerer. If you have any thoughts on any of the subclass options, I would love to hear them. Here it is:
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You have honed your gifts by following the path your deity laid before you accomplish truly amazing magical feats. Your arcane nature is not merely meant to benefit something so mundane as yourself, but rather the will of the gods themselves. To be so blessed is to understand that you serve a greater purpose, a calling
Sorcerer's Apprentice
When you choose the sorcery domain at 1st level, you gain proficiency in the arcana skill, and learn two cantrips of your choice from the sorcerer spell list. These cantrips count as cleric cantrips for you.
Channel Divinity: Sorcerers Blessing
Starting at 2nd level, you can use your Channel Divinity to protect your allies from magical attacks.
As an action, you present your holy symbol, and grant all creatures of your choice within 30 feet, including yourself, 2d4 plus your cleric level temporary hit points, and advantage on all saving throws from spells and other magical effects impacting 1 ability score of your choice for 1 minute.
Channel Divinity: Metamagic of the Gods
Starting at 6th level, you can use
yourtwo Channel Divinity uses to gain the gift of metamagic for 1 minute.As an action, you clutch your holy symbol, and gain the ability to use Metamagic for 1 minute by expending two Channel Divinity slots.
choosing two Metamagic options of your choice from the sorcerer class for that period of time. At 6th level, choose two metamagic options from the list below. Any time you reach an ability score improvement in this class, you may replace 1 of your metamagic options. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. You gain five 3 sorcery points to spend on Metamagic for the duration. Your pool of sorcery points increases to 4 sorcery points at Level 8, and increases again to five sorcery points at Level 17.CharismaWisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.CharismaWisdom modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sorcerer's Spell Mastery
At 17th level, you choose four spells from the sorcerer spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Domain Spells:
1st: Magic Missile; Shield
3rd: See Invisibility; Suggestion
5th: Counterspell; Fireball
7th: Greater Invisibility; Polymorph
9th: Telekinesis; Teleportation Circle
https://www.dndbeyond.com/subclasses/1320925-sorcery-domain
At level 6, this subclass can spend 10 sorcery points per short rest and can choose from the entire list to fit the immediate situation. A full class sorcerer of the same level has 6 sorcery points per long rest and is stuck with only two metamagics at a time. This is just a way better sorcerer than a real sorcerer is.
Advantage on all saves for a minute is likewise very, very strong. I don't mean to be discouraging, but I would tone this guy down quite a bit. Metamagic-wise, it should be able to do like half of what a sorcerer of the same level can do.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
You're not being discouraging at all! I'm looking for feedback because I've never tried to balance one of these before.
Yeah I debated between 3, 4 and 5 sorcery points quite a bit myself. 3 just felt like not enough because it's (for instance) 1 twined spell and 1 quickened spell and then the effect is gone. At higher levels the sorcerer will keep getting more (and can recharge it with font of magic), but this cleric can't other than via channel divinity. But you're probably right, maybe I'll dip it to 3. I liked the idea of the flexibility to represent that the metamagic is coming from the deity and not the person ... but it is admittedly VERY strong.
I'm not sure how to better represent represent protection from magic. Maybe advantage on saving throws from spells and magical effects effecting 1 ability score for 1 minute? Whats a way that nerfs it but doesn't kill the concept?
EDIT: Made suggested changes regarding metamagics and sorcery points. Old language struck through to still reflect what it was.
Update: after some reflection, decided to nerf the metamagic channel divinity at 6th level even more by making it cost 2 channel divinity charges just like elemental wild shape costs two wild shapes for moon druids. That will increase cost for using it substantially. However, to improve it's utility over time, your sorcery points increase by 1 with every time you reach a subclass milestone thereafter.
Level 6 - 3 Sorcery Points per Short Rest
Level 8 - 4 Sorcery Points per Short Rest
Level 17 - 5 Sorcery Points per Short Rest
Granted if a party is taking more than 2 short rests per adventuring day, then that's still pretty powerful ... I feel like that doesn't happen frequently in my games.