As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per sorcerer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: Light armor Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None 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
Leather armor and 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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
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 Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 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 for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
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.
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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
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 magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 3 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
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.
Sorcerous Restoration. You have learned to regain some of your sorcerous power. Once per day when you finish a short rest, you can recover sorcery points equal to or less than half your sorcerer level (rounded up).
Metamagic
At 3rd 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 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, 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 sorcery 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, and they take no damage if they would normally take half damage on a successful save.
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 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 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. You may use more then 1 sorcery point to double the duration of a spell exponentially (ie. 1 hour spell duration would increase to 2 hours with 1 sorcery point, 4 hours with 2 sorcery points, 8 hours with 3 sorcery points, etc), 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.
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).
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.
Seeking Spell (Optional option from Tasha's)
If you make an attack roll for a spell and miss, you can spend 2 sorcery 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.
Transmuted Spell (Optional option from Tasha's)
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 another damage type.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sorcerous Versatility (Optional option from Tasha's)
Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
Magical Guidance (Optional option from Tasha's)
Starting at 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Level 20 capstone (I'm still figuring out what I want to do here)
Sorry if the formatting is a little wonky, hopefully its understandable. So what do you guys think? Also any suggestions on a level 20 capstone? I'm also planning on adding more spells to the Sorcerer spell list.
First, I am curious as to why you gave them a d8 hit dice. I understand wanting to make them a bit more capable at surviving than Wizards, but as they focus a more on Con than Wizards, I don't think that needs any changing.
Second, I have always thought that Sorcerers should use Constitution as their spellcasting ability instead of Charisma. Their magic comes from their bloodline, lore-wise it doesn't really make sense for them to focus on Charisma. I would keep the skill and saving throw proficiencies the same, though.
Third, you gave them a lot more sorcery points than before, basically an amount each long rest equal to twice their sorcerer level, due to Sorcerous Restoration and you giving them sorcery points equal to 1.5 times their level. I do like that they get more sorcery points, but it may be too many. If a level 20 sorcerer has the Metamagic Adept feat, each long rest they will have 42 sorcery points. That's a lot, especially with subclass features that take sorcery points to use.
For example: without this change, a level 20 Clockwork Sorcerer can use their subclass's capstone ability only 3 times each long rest, which takes all but one of their sorcery points. With this change, they can use it 6 times each long rest, which takes all of their sorcery points. Each long rest that's 600 points of healing divided amongst all creatures of your choice within a 30 foot cube of you, along with 6 times of ending every 6th-level spell or lower, and also 6 times of perfect healing on objects in this range. That's . . a lot. I don't know if it's OP, but it feels like the game designers didn't intend for this feature to be able to be used this often.
I would keep Sorcerous Restoration, probably increase it to an amount of sorcery points equal to half their sorcerer level + their Constitution modifier (rounded up), and then drop the extra base sorcery points. At level 2, that would effectively give them 6 sorcery points (assuming a CON of 16), compared to your 4, which would scale to 35 at level 20, compared to your 4. It starts out a bit more than your version, but eventually has quite a bit less.
Fourth, I like most of the changes to the Metamagics you did, but am surprised that you didn't make more Metamagic option or give them more Metamagic known. Every sorcerer I have played with has complained about not being able to learn another metamagic until they reach level 10 (yes, the Metamagic Adept feat does exist now, but it's not enough, IMO). Sorcerers have a lot of waiting to do in their class, from the level 6 to level 14 gap in their subclass features, to their gap of features from level 3 to level 20. I would be a bit nicer to them and give them an extra Metamagic known every time they reach a Sorcerer level that grants them an ASI. That will give them a total of 7 metamagic known at level 19, much better than the previous 4.
Fifth, I would either make them use Spell Points as a base, or at least give it to them as a Class Feature Variant. Combined with my recommendation for the sorcerous restoration, this would solve the issue of not having enough sorcery points, as you can just use the Spell Points in place of the sorcery points.
Sixth, I would have the Capstone feature give them the ability to know all Metamagic options at once. This is simple and sweet, making them be much more versatile.
will point out that the classical capstone is very fun becuase there is no limit to how many times you can gain its benefits between long rests, so by spending weeks and weeks and weeks of doing northing but short rests never sleeping even once you can slowly accumulate a lot of 5th level spell slots over time to use in a single adventure.
Also continual flame is not a good fit for the sorcerer, it is hella expensive to cast and you will not want to cast it often since it gets permanent, might be weird
Also does not feel right for the sorcerer to have light armor proficiency, given how it has nothing to do with what they do and what they are supposed to be good at
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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So I wanted to take a crack at changing the sorcerer a bit without going to overboard with it. So, here it is.
The Sorcerer Table
LEVEL
PROFICIENCY
BONUS
SORCERY
POINTS
FEATURES
CANTRIPS
KNOWN
SPELLS
KNOWN
—SPELL SLOTS PER SPELL LEVEL—
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
1st
+2
—
Spellcasting, Sorcerous Origin
4
2
2
—
—
—
—
—
—
—
—
2nd
+2
3
Font of Magic
4
3
3
—
—
—
—
—
—
—
—
3rd
+2
4
Metamagic
4
4
4
2
—
—
—
—
—
—
—
4th
+2
6
Ability Score Improvement
5
5
4
3
—
—
—
—
—
—
—
5th
+3
7
—
5
6
4
3
2
—
—
—
—
—
—
6th
+3
9
Sorcerous Origin Feature
5
7
4
3
3
—
—
—
—
—
—
7th
+3
10
—
5
8
4
3
3
1
—
—
—
—
—
8th
+3
12
Ability Score Improvement
5
9
4
3
3
2
—
—
—
—
—
9th
+4
13
—
5
10
4
3
3
3
1
—
—
—
—
10th
+4
15
Metamagic
6
11
4
3
3
3
2
—
—
—
—
11th
+4
16
—
6
12
4
3
3
3
2
1
—
—
—
12th
+4
18
Ability Score Improvement
6
12
4
3
3
3
2
1
—
—
—
13th
+5
19
—
6
13
4
3
3
3
2
1
1
—
—
14th
+5
21
Sorcerous Origin Feature
6
13
4
3
3
3
2
1
1
—
—
15th
+5
22
—
6
14
4
3
3
3
2
1
1
1
—
16th
+5
24
Ability Score Improvement
6
14
4
3
3
3
2
1
1
1
—
17th
+6
25
Metamagic
6
15
4
3
3
3
2
1
1
1
1
18th
+6
27
Sorcerous Origin Feature
6
15
4
3
3
3
3
1
1
1
1
19th
+6
28
Ability Score Improvement
6
15
4
3
3
3
3
2
1
1
1
20th
+6
30
Sorcerous Restoration
6
15
4
3
3
3
3
2
2
1
1
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: Light armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
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:
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
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 Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 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 for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
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.
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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
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 magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 3 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
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.
Sorcerous Restoration. You have learned to regain some of your sorcerous power. Once per day when you finish a short rest, you can recover sorcery points equal to or less than half your sorcerer level (rounded up).
Metamagic
At 3rd 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 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, 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 sorcery 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, and they take no damage if they would normally take half damage on a successful save.
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 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 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. You may use more then 1 sorcery point to double the duration of a spell exponentially (ie. 1 hour spell duration would increase to 2 hours with 1 sorcery point, 4 hours with 2 sorcery points, 8 hours with 3 sorcery points, etc), 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.
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).
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.
Seeking Spell (Optional option from Tasha's)
If you make an attack roll for a spell and miss, you can spend 2 sorcery 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.
Transmuted Spell (Optional option from Tasha's)
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 another damage type.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sorcerous Versatility (Optional option from Tasha's)
Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Magical Guidance (Optional option from Tasha's)
Starting at 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Level 20 capstone (I'm still figuring out what I want to do here)
Sorry if the formatting is a little wonky, hopefully its understandable. So what do you guys think? Also any suggestions on a level 20 capstone? I'm also planning on adding more spells to the Sorcerer spell list.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Here is my pick for what spells should be added to the revised Sorcerer spell list.
1st Level
Create or Destroy Water
Faerie Fire
Find Familiar
Frost Fingers
Longstrider
Protection from Evil and Good
2nd Level
Continual Flame
Heat Metal
Melf's Acid Arrow
3rd Level
Call Lightning
Life Transference
Spirit Shroud
Wall of Sand
Wind Wall
4th Level
Control Water
Stone Shape
5th Level
Destructive Wave
Maelstrom
Transmute Rock
Wall of Force
6th Level
Otiluke's Freezing Sphere
Primordial Ward
Wall of Ice
Wind Walk
7th Level
Project Image
Regenerate
8th Level
Control Weather
Illusory Dragon
Maddening Darkness
Telepathy
Tsunami
9th Level
Foresight
Invulnerability
Prismatic Wall
Shapechange
Storm of Vengeance
True Polymorph
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Okay, I have a few thoughts.
First, I am curious as to why you gave them a d8 hit dice. I understand wanting to make them a bit more capable at surviving than Wizards, but as they focus a more on Con than Wizards, I don't think that needs any changing.
Second, I have always thought that Sorcerers should use Constitution as their spellcasting ability instead of Charisma. Their magic comes from their bloodline, lore-wise it doesn't really make sense for them to focus on Charisma. I would keep the skill and saving throw proficiencies the same, though.
Third, you gave them a lot more sorcery points than before, basically an amount each long rest equal to twice their sorcerer level, due to Sorcerous Restoration and you giving them sorcery points equal to 1.5 times their level. I do like that they get more sorcery points, but it may be too many. If a level 20 sorcerer has the Metamagic Adept feat, each long rest they will have 42 sorcery points. That's a lot, especially with subclass features that take sorcery points to use.
For example: without this change, a level 20 Clockwork Sorcerer can use their subclass's capstone ability only 3 times each long rest, which takes all but one of their sorcery points. With this change, they can use it 6 times each long rest, which takes all of their sorcery points. Each long rest that's 600 points of healing divided amongst all creatures of your choice within a 30 foot cube of you, along with 6 times of ending every 6th-level spell or lower, and also 6 times of perfect healing on objects in this range. That's . . a lot. I don't know if it's OP, but it feels like the game designers didn't intend for this feature to be able to be used this often.
I would keep Sorcerous Restoration, probably increase it to an amount of sorcery points equal to half their sorcerer level + their Constitution modifier (rounded up), and then drop the extra base sorcery points. At level 2, that would effectively give them 6 sorcery points (assuming a CON of 16), compared to your 4, which would scale to 35 at level 20, compared to your 4. It starts out a bit more than your version, but eventually has quite a bit less.
Fourth, I like most of the changes to the Metamagics you did, but am surprised that you didn't make more Metamagic option or give them more Metamagic known. Every sorcerer I have played with has complained about not being able to learn another metamagic until they reach level 10 (yes, the Metamagic Adept feat does exist now, but it's not enough, IMO). Sorcerers have a lot of waiting to do in their class, from the level 6 to level 14 gap in their subclass features, to their gap of features from level 3 to level 20. I would be a bit nicer to them and give them an extra Metamagic known every time they reach a Sorcerer level that grants them an ASI. That will give them a total of 7 metamagic known at level 19, much better than the previous 4.
Fifth, I would either make them use Spell Points as a base, or at least give it to them as a Class Feature Variant. Combined with my recommendation for the sorcerous restoration, this would solve the issue of not having enough sorcery points, as you can just use the Spell Points in place of the sorcery points.
Sixth, I would have the Capstone feature give them the ability to know all Metamagic options at once. This is simple and sweet, making them be much more versatile.
I hope this helps!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
will point out that the classical capstone is very fun becuase there is no limit to how many times you can gain its benefits between long rests, so by spending weeks and weeks and weeks of doing northing but short rests never sleeping even once you can slowly accumulate a lot of 5th level spell slots over time to use in a single adventure.
Also continual flame is not a good fit for the sorcerer, it is hella expensive to cast and you will not want to cast it often since it gets permanent, might be weird
Also does not feel right for the sorcerer to have light armor proficiency, given how it has nothing to do with what they do and what they are supposed to be good at
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes