Sorry it took me so long to get here
@MoonSong , been a heck of a week.
I agree with most of the stuff said in the thread so far. Tasha's gave us more spells, and the ability to swap out spells of specific schools, which is a great idea. I made it part of my sorcerer re-write (which I've actually put out in the wild a few times)
I agree that making them spell point based and mixing the sorcery points into that directly to give a more pool of magic feel is great. I did that too.
Those alternate uses that should have made it in Tasha's? Got 'em.
But, the one big thing I included (ie stole from other homebrews) that just feels so so needed, is I made better metamagics.
The thing is, metamagic is always touted as part of this, frankly, lie about the difference between sorcerers and wizards. "Wizards know more spells, but sorcerers use their spells in unique ways to solve problems"
This is just flatly false. Not a single metamagic in the official game takes fireball and lets you do anything with it other than fireball. Maybe you fireball faster, or you fireball farther away, or you do a worse version of the wizard's ability to fireball harder or fireball safer for your allies, but it is always nothing but fireball.
But, what about a metamagic that allowed you to flare the fires so that your fireball blinded people? NOW you have altered fireball, now you have made it something else. Metamagic to give poison damage spells the ability to poison people. Another one where you can cast a spell on a single target, and heal them (or yourself) so that you can make your buffs do more. Another one where you spend sorcery points when you cast the spell, and then if you would lose concentration on the spell it "lingers" and doesn't actually dissipate until the end of your next turn.
In other words, make the LIE a REALITY. Sorcerers can take a limited list of spells and do things with them that no one else can. They can cast haste and also increase your natural healing to heal 1d8+mod. They can cause the caustic poison they send against you to linger and attack your bloodstream. They can make magic stickier.
And the most beautiful thing about this, is that while it is harder to balance for a single person, it has a built in cost. Because you've mixed sorcerery points and spell points, you can look at every ability and just ask "is this about as powerful as a 1st level spell? A second level spell?" And adjust the point costs accordingly. I also did my best to give unique metamagics to each sorcerer bloodline.
Shadow Sorcerers can spend points to create zones of darkness wherever they used an AOE, is my favorite example. Though some of them were also just built into the class, like making the Dragon Sorcerer's aura of fear better and giving them the ability to spend points to empower the Dragon Breath spell. Dragon Fear was especially fun, because I made a second, stronger version of it that cost 13 points (the equivalent of a 9th level spell) and the sorcerer is able to ignore immunity to fear and charm. Sounds unbalanced? But it is, again, the same cost I give to casting Wish or Meteor Swarm but it also allows you to terrifying Orcus because you ARE
A DRAGON!!! (
Dramatic pyrotechnics)