I've made significant homebrew changes to the sorcerers in my games. I have one player playing one right now and he is enjoying it pretty thoroughly, but he is also not outshining others. Before I list the changes I made, I want to list my goals for a revised sorcerer.
1) Number of spells known: I think it is silly that a level 20 sorcerer can know about 10 fewer spells than a level 20 wizard can prepare, to say nothing of having almost 3 times as many spells in their spell book at minimum. Sorcerers need more spells, but I believe these spells should be reflective of their magical heritage or source.
2) Metamagic: If metamagic is the defining feature of the sorcerer, they should be given more options than 4 throughout their career. Additionally, the metamagic options provided should actually be worthwhile.
3) Sorcery Points: Sorcery points are the fuel for metamagic, as well as the wizard equivalent for Arcane Recovery. This is taxing enough as it is to choose between the two. Given that, I don't believe a sorcerers class abilities should require additional resource expenditure of sorcery points. Sorcerer abilities should be created based on the short rest/long rest recharge as most other abilities for PHB classes.
And so, given these goals, I have created the following adjustments:
General Sorcerer Ability Changes
Sorcerous Bloodline Magic: A sorcerer gains additional spells known related to the source or their power. These spells are gained automatically at the given level, do not count towards the normal number of spells a sorcerer can know, and cannot be traded out for new spells.
Metamagic: Sorcerers learn 2 metamagic options at level 2, level 10, and level 17. This provides a sorcerer with 6 metamagic options by level 20 rather than 4.
Careful Spell: This metamagic option has been changed into the following
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.
If you choose to spend 3 sorcery points, your chosen creatures are completely unaffected by the spell.
Energy Substitution: This new metamagic option is made available
When you cast a spell with a designated energy damage type, you can spend 2 sorcery points to change the energy damage type to any other energy damage type (1 sorcery point if the spell is a cantrip). You can use Energy Substitution even if you have already used a different Metamagic option during the casting of the spell.
Heighten Spell: Now costs 4 sorcery points.
Empowered Spell: Description has changed as follows
When you cast a spell, you can spend 2 sorcery points to increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 damage of the same type as normal for the spell. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast the spell.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Versatile Spell: Created this new metamagic option
When you cast a spell that requires a saving throw, you can spend a number of sorcery points equal to the spell’s level to change the saving throw from one ability score to another of your choice (1 sorcery point if the spell is a cantrip).
Limitless Font of Magic: This ability replaces Sorcerous Restoration
At 20th level, whenever you begin your turn with 0 sorcery points, you immediately gain 3 sorcery points.
For this ability, I am also considering whether it would work better written as: At 20th level, whenever you begin your turn with 0 sorcery points, you can use a bonus action to immediately gain 3 sorcery points.
My reasoning for this ability is that it provides the ability for a sorcerer to have constant access to lower level spells in a way similar to Spell Mastery and Signature Spell for the Wizard.
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Changes to the Wild Magic Sorcerer
Wild Spark
You add the Chromatic Bolt cantrip to your list of known cantrips (See Below). This cantrips do not count towards your list of known cantrips.
Wild Magic Sorcerer
Level - Spells
1st- Chromatic Orb,* Hex
3rd - Crown of Madness, Mirror Image
5th - Counterspell, Hypnotic Pattern
7th - Confusion, Freedom of Movement
9th - Animate Objects, Circle of Power
*Does not require Material Component, but must roll a d6 to randomly determine energy type of the spell damage.
Bend Luck (Redux)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. After using this ability twice, you must finish a short or long rest before you can use it again.
At level 14, you use a 1d8 rather than 1d6 when using your Bend Luck ability.
Controlled Chaos (Redux)
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number or choose both effects.
Chromatic Mage (New, Replaces Spell Bombardment)
You gain immunity to a random type of damage. In addition, spells you cast using this type of damage pierce the defenses of targets that might normally resist such energies. Those normally immune to the damage type are instead considered resistant to your spells. Those that would normally be resistant take full damage against your spells. This ability is reset and must be rolled after each long rest. Roll a 1d12 and consult the following table.
Wild Magic Resistance
Result Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
11 None
12 Roll twice and use both results. Reroll subsequent 12s.
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Dragon Sorcerer
Dragonborn
You add the Firebolt cantrip to your list of known cantrips. However, this cantrips deals damage of the same energy type related to your draconic heritage. This cantrips do not count towards your list of known cantrips.
Dragon Sorcerer
Level - Spells
1st - Burning Hands,* Detect Magic
3rd - Agnazaar’s Scorcher,* Enthrall
5th - Fear, Fireball*
7th - Elemental Bane**, Wall of Fire*
9th - Cone of cold*, Dominate Person
* Damage type changes to type associated with your dragon heritage
** Damage type affected by spell is always the type associated with your dragon heritage
Elemental Affinity (Redux)
Starting at 6th level, you exert more control over the energies associated with your dragon heritage, making your spells more potent while increasing your ability to protect against them.
You gain resistance to damage type associated with your dragon heritage. In addition, when you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma modifier to the total damage.
Draconic Emergence (Redux)
Beginning at 18th level, you have taken on the aspect of your draconic heritage. This grants you immunity to the damage type associated with them, as well as the ability to channel the dread presence of your dragon ancestor.
As bonus action, you draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Once you’ve used this ability, you must finish a short or long rest before using it again.
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Stormborn Sorcerer
Stormborn
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial.
You also add the Gust and Thunderclap cantrips to your list of known cantrips. These cantrips do not count towards your list of known cantrips.
Stormborn Sorcerer
Level - Spells
1st - Fog Cloud, Thunderwave
3rd - Gust of Wind, Warding Wind
5th - Call Lightning, Sleet storm
7th - Conjure Minor Elementals,* Ice Storm
9th - Conjure Elemental**, Control Winds
* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.
**Unless you gain this spell from another source, you can summon only air elementals with it.
Tempestuous Magic (REDUX)
At 1st level, you are attuned to elemental air magic. You can use a bonus action to fly 10’ without provoking opportunity attacks.
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Shadow Sorcerer
Shadow Sorcerer
Level - Spells
1st - Silent Image, Sleep
3rd - Darkness, Misty Step
5th - Major Image, Nondetection
7th - Dimension Door, Greater Invisibility
9th - Dream, Mislead
Eyes of the Dark (Redux)
From 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
You also add the Shadow cantrip to your list of known cantrips (See below). This cantrip does not count towards your list of known cantrips.
Cloak of Darkness (New. Replaces Strength of the Grave)
Starting at 1st level, you learn to pull the shadows around you to protect you from sight. You may use a bonus action to hide. In addition, as long as you are not in direct sunlight you may attempt to hide.
At 6th level, when you are not in direct sunlight, you have advantage on Dexterity (Stealth) checks to hide.
Hound of Ill Omen (Redux)
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As an action, you can summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf’s statistics with the following changes:
• The hound is size Medium.
• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
• At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. Once you use this ability, you must finish a long rest before it can be used again.
Master of Darkness (New)
At 14th level, your Shadow cantrip can even affect magical sources of light.
Shadow Form (Redux)
At 18th level, you can become make yourself invisible as a bonus action. While invisible, you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. This effect ends if you attack to attack or cast a spell.
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Favored Soul
Chosen of the Gods
At 1st level, you can choose cantrips and spells from the cleric spell list. These cantrips and spells count as sorcerer cantrips and spells for you. In addition you choose one of the cleric class’s divine domains. You add that domain’s spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain’s spells that become available at those levels.
Bonus Proficiencies
At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.
Armor of Faith (Replaces Spark of the Divine)
Starting at level 6, you gain resistance to necrotic and radiant damage.
In addition, the power of your faith can provide protection from those that would seek to harm you or your allies. As a bonus action, you can grant yourself or one ally within 5 feet of you temporary hit points equal to your sorcerer level + your Charisma modifier.
Once you use this ability you must complete a short or long rest before you can use it again.
Divine Wings (Redux)
At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Power of the Chosen (Redux)
Starting at 18th level, you gain immunity from necrotic and radiant damage.
In addition, you gain the ability to overcome grievous injuries. As a bonus action you can heal a number of hit points equal to your current maximum hit point total. Once you use this feature, you can’t use it again until you finish a long rest.
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Stone Sorcerer
Stone Sorcerers do not gain access to the spells described in the original UA. Instead, they gain bonus spells as follows.
Stone Sorcerer
Level - Spells
1st - Earth Tremor, Shield of Faith
3rd - Maximilian’s Earthen Grasp, Spike Growth
5th - Erupting Earth, Meld Into Stone
7th - Stone Shape, Stoneskin
9th - Transmute Rock, Wall of Stone
Stone Magic
At 1st level, you gain the Mold Earth cantrip. This cantrip does not count towards your normal number of cantrips known.
In addition, when you are choosing your cantrips, you may also choose Blade Ward, Magic Stones, and Shillelagh. These cantrips are treated as sorcerer cantrips for you.
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Phoenix Sorcerer
Phoenix Sorcerer
Level - Spells
1st - Faerie Fire, Hellish Rebuke
3rd - Flame Blade, Flaming Sphere
5th - Daylight, Revivify
7th - Fire Shield, Wall of Fire
9th - Flame Strike, Immolation
Ignite
At 1st level, you gain the Control Flames and Produce Flame cantrips. These cantrips count as sorcerer cantrips and do not count towards your normal number of cantrips known.
Mantle of Flame (REDUX)
Starting at 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
• You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
• Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
• Whenever you roll fire damage on your turn, the roll gains a bonus to damage equal to your Charisma modifier.
Phoenix Spark (REDUX)
Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each hostile creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead heals you up to half your hit point total and deals fire damage equal to your sorcerer level + double your Charisma modifier. Your Mantle of Flame immediately ends after this effect.
Once you use this feature, you can’t use it again until you finish a long rest.
Form of the Phoenix (REDUX)
At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
• You have a flying speed of 40 feet and can hover.
• You have immunity to Fire and Cold damage.
• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each hostile creature.
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Sea Sorcerer
Sea Sorcerer
Level - Spells
1st - Ice Knife, Witch Bolt
3rd - Invisibility, Snilloc’s Snowball Swarm
5th - Lightning Bolt, Tidal Wave
7th - Storm Sphere, Watery Sphere
9th - Cone of Cold, Maelstrom
Soul of the Sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
In addition, you gain the Shape Water cantrip. This does not count against your normal number of cantrips known.
Water Soul (REDUX)
Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
• You no longer need to eat, drink, or sleep.
• A critical hit against you becomes a normal hit.
• You have resistance to bludgeoning, piercing, and slashing damage.
• You have immunity to fire damage.
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New Spells
Chromatic Bolt
Spell List: Sorcerer
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V, S
You fire off a scintillating bolt of multi-colored light. Make a ranged spell attack against a single creature within range. On a hit the target takes 1d8 damage. The type of damage is determined by rolling a d6 and consulting the table below.
d6 Damage
1 Acid
2 Cold
3 Fire
4 Lightning
5 Poison
6 Thunder
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shadow
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: S, M (a small black cloth)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sends out magical energy that temporarily extinguishes any source of nonmagical light within 40 feet. Any effected light sources return once outside the range of the spell. Completely covering the source of the magic with an opaque object, such as a bowl or a helm, blocks the effect. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.