With the updated classes coming out, I have been itching to see the changes made to Sorcerer. Since I have been playing a Shadow Sorcerer for the last 2 and a half years, you could say I'm a little invested lol but that got me thinking about the kinds of things I would like to see in an updated Sorcerer, and I finally put down my ideas.
I blended a bit of 2014 with the two updates from UA to create my own version that I'm sure is a little too unbalanced for real play, but thought I would get people's ideas on nonetheless. In addition to base feature tweaks, I added a couple passive ideas of my own, as well as some extra Metamagic options that seemed fitting for higher level Sorcerers, or for those who wants to put out a big, All or Nothing spell that would eat through most, if not all of your allotted Sorcery Points in one go.
I'll just include the changes and additions I've made, or have included, mostly from UA 7, though with a couple things from 5 tweaked as well. I also kept the Sorcerous Origin because it just makes sense to me that, of any class, a Sorcerer would have the mark of their power evident from level one since it's written into their DNA and all. I did also move up the progression of the subclass abilities as presented in UA 5, but I kinda feel like maybe I should redistribute it match the 2014 progression so as not to overpower them too much too early. That said, I have not touched the subclasses at all (except to throw together what I think should be an appropriate 'Additional Spells' list for each that doesn't already one. I can edit this post to include them at the bottom if anyone is interested).
I also added additional 1st-4th level Spell Slots starting at level 18 with an extra 1st level slot and incremental additions for 19th and 20th to somewhat have an equivalent to the Wizard's ability to pump out select low level spells like nothing at level 20.
I'd like to think I've kept the quality of a glass cannon that Sorcerers are, with the added difficulty of balancing that power while also trying not to be a candle burning at both ends.
Anyway, here's what I've got!
Sorcerer Class Features
Level 1 : 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.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list in addition to the Sorcerous Burst cantrip, which does not count against the number of cantrips you know.
Whenever you gain a Sorcerer level,you can replace one of your cantrips with another cantripof yourchoice from the Sorcerer spell list.
When you reach 4th and 10th level in this class, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer table.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list in addition to the Chaos Bolt spell, which does not count against the number of spells you know.
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 also must be of a level for which you have spell slots.
Level 1 : Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. (Abberant Mind, Clockwork Soul, Divine Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery, or Wild Magic) Your choice grants you features when you choose it at 1st level and again at 3rd, 7th, 10th, and 15th level.
Level 1 : Innate Sorcery
As a Bonus Action, you can unleash the magic within for 1 minute, during which you gain the following benefits:
The spellsave DC of your Sorcerer spells increase by 1
You have Advantage on the attack rolls of Sorcerer spells you cast
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2 : Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Level 2 : Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; yougain three Metamagic options of your choice from the “Metamagic Options” section later in this class’s description. You gain two more when you become a level 9 Sorcerer and two more when you become a level 14 Sorcerer.
Whenever you finish a long rest, you can replace one of your Metamagic options with one you don’t know.
Level 4 : Blood Magic
You are now so suffused with magic that reservoirs of power can be found in your very veins. You can now add your Constitution modifier to your base total number of sorcery points.
Level 5 : Sorcerous Restoration
Resting now restores both physical and magical vigor. Once per day, on a short rest, you may restore a number of Sorcery Points equal to 1d4 + your Constitution modifier.
At level 18 the dice increases from a d4 to a d6, and you gain one additional use of this feature.
Level 7 : Arcane Eruption
You gain the Arcane Eruption spell, which does not count against the number of spells you know.
When you use a bonus action to activate your Innate Sorcery feature, you can spend 3 sorcery points to cast Arcane Eruption without using spell slots as a part of the same bonus action. Metamagics may be used in addition to the initial cost of using this feature. When used in this way, the stress of using so much magical energy prohibits you from casting anything more than a cantrip with your remaining action. If your action was already used to cast a spell of 1st level or higher, this feature may not be used.
You can use this feature once and regain it after a long rest. You gain the ability to use it a second time at level 13.
Level 9 : Magical Guidance
Unchanged except for the level it's gained at.
Level 11 : Sorcery Incarnate
While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast. In addition, if you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
You now regain a single use of Innate Sorcery after a short rest.
Level 20 : Arcane Apotheosis
When you activate your Innate Sorcery feature, you now regain 6 Sorcery Points. These points cannot increase your maximum number of Sorcery Points, and if any of these additional points remain when the feature's duration expires, they are lost as the explosion of magic from within you fizzles out.
In addition, while your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it. When casting a spell with two Metamagic options, use the higher Sorcery Point cost to deduct from your Sorcery Points.
Finally, only while your Innate Sorcery feature is active, when using Metamagic options that allow additional targeting or effects for an increased number of Sorcery Points, pay only 1 additional Sorcery Point for each additional effect up to the feature’s maximum allowance.
Metamagic Options
The following options are available to your Metamagic features. The options are presented in alphabetical order. (Unlisted Metamagic options are subject to the descriptions provided in UA 7)
Altered options include: Empowered Spell, and Seeking Spell.
New options include: Chaining Spell, Focused Spell, Forceful Spell, Impacting Spell, Inverted Spell, and Sickening Spell.
Chaining Spell
Cost: 4 Sorcery Points per target
When you cast a spell with a target of one and an instantaneous duration, you can spend 4 Sorcery Points to cause the spell's effect to jump to an additional target within 10 feet of the first target to a maximum of two additional targets. Roll separate attack and damage for any additional targets.
Empowered Spell
Cost: 1 + Sorcery Points
When you roll damage for a spell, you can spend 1 Sorcery Point to change a low roll on the damage die to the maximum damage of the rolled die. You can change 1 additional die for 1 Sorcery Point up to a maximum of 5 dice.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Focused Spell
Cost: 3 Sorcery Points
When you cast a spell with an area of effect and a saving throw, you can spend 3 Sorcery Points to focus the spell on a single target and change the save to an attack roll.
You can use Focused Spell even if you have already used a different Metamagic option during the casting of the spell.
Forceful Spell
Cost: 3 Sorcery Points
When you cast a spell that does not already inflict a condition, you can spend 3 Sorcery Points to inflict either of the following conditions on a single target with a STR save equal to your spellsave DC: Prone or Stunned for up to 1 minute.
A stunned target may make a save each round for the duration, ending the condition on a success.
If the spell has an area of effect, select one target to be affected. You can select an additional target in an area of effect by spending another 3 Sorcery Points for a maximum of 3 affected targets. You can use only one effect per use of this feature.
You can use Forceful Spell even if you have already used a different Metamagic option during the casting of the spell.
Impacting Spell
Cost: 3 + Sorcery Points
When you cast a spell with a range of at least 10 feet with a target of 1 and an instantaneous duration, you can spend 3 Sorcery Points to increase its target to an area of effect equal to a 10 foot radius with a DEX save equal to your spellsave DC. You may add an additional 2 Sorcery Points to increase the radius by 5 feet to a maximum total radius of 20 feet.
Inverted Spell
Cost: 1 Sorcery Point
When you cast a spell with an area of effect, you can spend 1 Sorcery Point to change the shape of the affected area to a single line or cone originating from the caster out to the range of the spell's original area.
You can use Inverted Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking Spell
Cost: 2 Sorcery Points
lf you make a spell attack roll for a spell and miss, you can spend 2 Sorcery Points to add +10 to your spell attack roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Sickening Spell
Cost: 2 Sorcery Points
When you cast a spell that does not already inflict a condition, you can spend 2 Sorcery Points to inflict one of the following conditions on a single target for up to 1 minute with a CON save equal to your spellsave DC: Blinded, Deafened, Paralyzed, or Poisoned.
The target may make a save each round for the duration, ending the condition on a success.
If the spell has an area of effect, select one target to be affected. You can select an additional target in an area of effect by spending another 2 Sorcery Points for a maximum of 3 affected targets. You can use only one effect per use of this feature.
You can use Sickening Spell even if you have already used a different Metamagic option during the casting of the spell
Honestly, I kind of want to add a mid-tier Sorcerous Restoration with a d6, with a late level d8 update around level 18 (still with only the two uses though) to account for the expanded and more expensive Metamagics I've added. Some more Sorcery Points in that case probably couldn't hurt either, since I've also (at least I think?) tried to tie them more as a heavily used resource with the additional/tweaked features.
Also, here is the Arcane Eruption spellcard for anyone not familiar with it:
But yeah, I'd love to hear what people think! I have no illusions that I will ever be able to actually play this, but I can dream lol
With the updated classes coming out, I have been itching to see the changes made to Sorcerer. Since I have been playing a Shadow Sorcerer for the last 2 and a half years, you could say I'm a little invested lol but that got me thinking about the kinds of things I would like to see in an updated Sorcerer, and I finally put down my ideas.
I blended a bit of 2014 with the two updates from UA to create my own version that I'm sure is a little too unbalanced for real play, but thought I would get people's ideas on nonetheless. In addition to base feature tweaks, I added a couple passive ideas of my own, as well as some extra Metamagic options that seemed fitting for higher level Sorcerers, or for those who wants to put out a big, All or Nothing spell that would eat through most, if not all of your allotted Sorcery Points in one go.
I'll just include the changes and additions I've made, or have included, mostly from UA 7, though with a couple things from 5 tweaked as well. I also kept the Sorcerous Origin because it just makes sense to me that, of any class, a Sorcerer would have the mark of their power evident from level one since it's written into their DNA and all. I did also move up the progression of the subclass abilities as presented in UA 5, but I kinda feel like maybe I should redistribute it match the 2014 progression so as not to overpower them too much too early. That said, I have not touched the subclasses at all (except to throw together what I think should be an appropriate 'Additional Spells' list for each that doesn't already one. I can edit this post to include them at the bottom if anyone is interested).
I also added additional 1st-4th level Spell Slots starting at level 18 with an extra 1st level slot and incremental additions for 19th and 20th to somewhat have an equivalent to the Wizard's ability to pump out select low level spells like nothing at level 20.
I'd like to think I've kept the quality of a glass cannon that Sorcerers are, with the added difficulty of balancing that power while also trying not to be a candle burning at both ends.
Anyway, here's what I've got!
Sorcerer Class Features
Level 1 : 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.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list in addition to the Sorcerous Burst cantrip, which does not count against the number of cantrips you know.
Whenever you gain a Sorcerer level, you can replace one of your cantrips with another cantrip of your choice from the Sorcerer spell list.
When you reach 4th and 10th level in this class, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer table.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list in addition to the Chaos Bolt spell, which does not count against the number of spells you know.
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 also must be of a level for which you have spell slots.
Level 1 : Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. (Abberant Mind, Clockwork Soul, Divine Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery, or Wild Magic) Your choice grants you features when you choose it at 1st level and again at 3rd, 7th, 10th, and 15th level.
Level 1 : Innate Sorcery
As a Bonus Action, you can unleash the magic within for 1 minute, during which you gain the following benefits:
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2 : Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Level 2 : Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain three Metamagic options of your choice from the “Metamagic Options” section later in this class’s description. You gain two more when you become a level 9 Sorcerer and two more when you become a level 14 Sorcerer.
Whenever you finish a long rest, you can replace one of your Metamagic options with one you don’t know.
Level 4 : Blood Magic
You are now so suffused with magic that reservoirs of power can be found in your very veins. You can now add your Constitution modifier to your base total number of sorcery points.
Level 5 : Sorcerous Restoration
Resting now restores both physical and magical vigor. Once per day, on a short rest, you may restore a number of Sorcery Points equal to 1d4 + your Constitution modifier.
At level 18 the dice increases from a d4 to a d6, and you gain one additional use of this feature.
Level 7 : Arcane Eruption
You gain the Arcane Eruption spell, which does not count against the number of spells you know.
When you use a bonus action to activate your Innate Sorcery feature, you can spend 3 sorcery points to cast Arcane Eruption without using spell slots as a part of the same bonus action. Metamagics may be used in addition to the initial cost of using this feature. When used in this way, the stress of using so much magical energy prohibits you from casting anything more than a cantrip with your remaining action. If your action was already used to cast a spell of 1st level or higher, this feature may not be used.
You can use this feature once and regain it after a long rest. You gain the ability to use it a second time at level 13.
Level 9 : Magical Guidance
Unchanged except for the level it's gained at.
Level 11 : Sorcery Incarnate
While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast. In addition, if you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
You now regain a single use of Innate Sorcery after a short rest.
Level 20 : Arcane Apotheosis
When you activate your Innate Sorcery feature, you now regain 6 Sorcery Points. These points cannot increase your maximum number of Sorcery Points, and if any of these additional points remain when the feature's duration expires, they are lost as the explosion of magic from within you fizzles out.
In addition, while your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it. When casting a spell with two Metamagic options, use the higher Sorcery Point cost to deduct from your Sorcery Points.
Finally, only while your Innate Sorcery feature is active, when using Metamagic options that allow additional targeting or effects for an increased number of Sorcery Points, pay only 1 additional Sorcery Point for each additional effect up to the feature’s maximum allowance.
Metamagic Options
The following options are available to your Metamagic features. The options are presented in alphabetical order. (Unlisted Metamagic options are subject to the descriptions provided in UA 7)
Altered options include: Empowered Spell, and Seeking Spell.
New options include: Chaining Spell, Focused Spell, Forceful Spell, Impacting Spell, Inverted Spell, and Sickening Spell.
Chaining Spell
Cost: 4 Sorcery Points per target
When you cast a spell with a target of one and an instantaneous duration, you can spend 4 Sorcery Points to cause the spell's effect to jump to an additional target within 10 feet of the first target to a maximum of two additional targets. Roll separate attack and damage for any additional targets.
Empowered Spell
Cost: 1 + Sorcery Points
When you roll damage for a spell, you can spend 1 Sorcery Point to change a low roll on the damage die to the maximum damage of the rolled die. You can change 1 additional die for 1 Sorcery Point up to a maximum of 5 dice.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Focused Spell
Cost: 3 Sorcery Points
When you cast a spell with an area of effect and a saving throw, you can spend 3 Sorcery Points to focus the spell on a single target and change the save to an attack roll.
You can use Focused Spell even if you have already used a different Metamagic option during the casting of the spell.
Forceful Spell
Cost: 3 Sorcery Points
When you cast a spell that does not already inflict a condition, you can spend 3 Sorcery Points to inflict either of the following conditions on a single target with a STR save equal to your spellsave DC: Prone or Stunned for up to 1 minute.
A stunned target may make a save each round for the duration, ending the condition on a success.
If the spell has an area of effect, select one target to be affected. You can select an additional target in an area of effect by spending another 3 Sorcery Points for a maximum of 3 affected targets. You can use only one effect per use of this feature.
You can use Forceful Spell even if you have already used a different Metamagic option during the casting of the spell.
Impacting Spell
Cost: 3 + Sorcery Points
When you cast a spell with a range of at least 10 feet with a target of 1 and an instantaneous duration, you can spend 3 Sorcery Points to increase its target to an area of effect equal to a 10 foot radius with a DEX save equal to your spellsave DC. You may add an additional 2 Sorcery Points to increase the radius by 5 feet to a maximum total radius of 20 feet.
Inverted Spell
Cost: 1 Sorcery Point
When you cast a spell with an area of effect, you can spend 1 Sorcery Point to change the shape of the affected area to a single line or cone originating from the caster out to the range of the spell's original area.
You can use Inverted Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking Spell
Cost: 2 Sorcery Points
lf you make a spell attack roll for a spell and miss, you can spend 2 Sorcery Points to add +10 to your spell attack roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Sickening Spell
Cost: 2 Sorcery Points
When you cast a spell that does not already inflict a condition, you can spend 2 Sorcery Points to inflict one of the following conditions on a single target for up to 1 minute with a CON save equal to your spellsave DC: Blinded, Deafened, Paralyzed, or Poisoned.
The target may make a save each round for the duration, ending the condition on a success.
If the spell has an area of effect, select one target to be affected. You can select an additional target in an area of effect by spending another 2 Sorcery Points for a maximum of 3 affected targets. You can use only one effect per use of this feature.
You can use Sickening Spell even if you have already used a different Metamagic option during the casting of the spell
Honestly, I kind of want to add a mid-tier Sorcerous Restoration with a d6, with a late level d8 update around level 18 (still with only the two uses though) to account for the expanded and more expensive Metamagics I've added. Some more Sorcery Points in that case probably couldn't hurt either, since I've also (at least I think?) tried to tie them more as a heavily used resource with the additional/tweaked features.
Also, here is the Arcane Eruption spellcard for anyone not familiar with it:
But yeah, I'd love to hear what people think! I have no illusions that I will ever be able to actually play this, but I can dream lol