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My Homebrew Sorcerer Tweaks

Hawk Diesel

Adventurer
So I believe this is a bit of a contentious topic, and not everyone agrees with my point of view. But I see sorcerers as weak in comparison to wizards. From my perspective, a sorcerers known spells is so few that picking each one must be done to maximize potential in combat or utility. This inherently punishes players that choose spells that are fun or conceptual over ones that optimize their build. In addition, wizards receive several abilities through their arcane tradition. These should parallel the sorcerous origin abilities, except many of the sorcererous origin abilities require tapping into the limited resource of sorcery points, causing the equivalent sorcerer abilities to be comparatively weaker due to increased resource management.

From my perspective, sorcery points should roughly equate to arcane recovery. While the sorcerer is more flexible in how sorcery points can be used (creating spell slots or metamagic), a sorcerer is more in danger of expanding his limited resources. Meanwhile, a wizard may need a rest in order to recoup some spell slots, the wizard is guaranteed to have some power available in the next encounter. I believe this equivalence was intended and balances well against each other. However, because other abilities outside of spellcasting and metamagic are fueled by sorcery points, from my perspective the equivalence becomes lost. From my standpoint, the way to return the equivalence would be to either increase the spell point pool (which I believe would be dangerous and potentially overpower the sorcerer) or change the sorcerous origin abilities to be independent of this resource (a better option in my opinion).

Finally, the wizard gains two unique abilities that seriously outclass any abilities the sorcerer has. These abilities are spell mastery and signature spell. Spell mastery turns two wizard spells (one 1st level, one 2nd level) into powerful cantrips, and the wizard can change which spells he uses as his signature spells each night. Spell mastery increases the number of spells a wizard can memorize by 2, and gives them two additional 3rd level spell slots. From my analysis, the sorcerer has no comparable abilities.

This means that by 20 level, a sorcerer will know 15 spells maximum. These spells are always considered prepared. However, a wizard will know at minimum 44 spells if they add no spells to their spellbooks. Conceivably, a wizard at 20th level will also have a 20 intelligence, meaning they will have 25 prepared spells, plus 2 additional 3rd level spells for a total of 27 spells. Both wizards and sorcerers use the same spell progression, meaning without arcane recovery or sorcery points in the equation, the wizard outright beats the sorcerer in spellcasting. If the comparison of arcane recovery and sorcery points are included, the picture (from my perspective) does not improve significantly. Given that multiple abilities and metamagic require sorcery points to use, and the cost of converting spells into the appropriate slots, sorcerers seem to be provided little counterbalance to the wizard's strengths that would put them in the same weight class.

Operating off the above assumptions/perspectives, I've incorporated changes to the sorcerer and it's archetypes. I am still working to properly adjust the Shadow sorcerer, as it's abilities seem to be quite powerful and don't easily lend themselves to conversion in the pattern of the other adjustments I've made.

So, without further adieu, here are the changes:

1) Font of Magic: I have moved Font of Magic to first level in order to better compete with arcane recovery. Sorcerers start with 2 sorcery points at 1st level, but get no new points at second. This allows maintaining the given progression, while giving some flexibility to sorcerers right off the bat.

2) Metamagic: I toyed with giving this at 2nd level, but I think it's appropriate for level 3. I am also considering allowing sorcerers to choose 2 metamagic options at level 10 and 17, rather than 1, but I am still unsure about this. This is mostly due to the fact that the power of certain metamagic options (specifically heighten spell, quicken spell, and twin spell) seem to lend themselves so greatly to improving the sorcerer that to not take them may actually be a detriment to the player. Because a sorcerer caps out at 4 metamagic options, and the power differential within the metamagic options, the choice is really not a choice. This is in a similar vein to the reasoning in providing sorcerers a greater number of spells known, as the total number is so limited that any player that does not work to maximum optimization is going to lose significant power.

Additionally, I have changed Careful Spell to include the following line: If you choose to spend 3 sorcery points, your chosen creatures are completely unaffected by the spell.

I made this change because Careful Spell as it is is just not very worthwhile. I do think an evoker should be better at blasting than a sorcerer, and so their Sculpt Spell ability makes sense, but I feel the sorcerer should be given the option to increase their investment (through spell points) to achieve a similar effect.

Finally, I have added a new metamagic option (borrowed from Nerdarchy):

Energy Substitution
When you cast a spell with a designated energy damage type, you can spend a number of sorcery points equal to the spell’s level 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.

This is an especially significant addition because the reduction of variety in a sorcerer's spell selection means they are more likely to adopt only a few damage dealing spells, and as such sorcerers are far more likely to become gimped by encounters where creatures may be resistant or immune to their damage spells.

3) Initially for the sorcerer capstone ability at level 20, I considered replacing Sorcerous Restoration with the following ability:

Vicious Spellcasting
At 20th level, whenever you cast a spell that causes damage, you can add your charisma modifier to the damage dealt.

I have several reasons for wanting to change the Sorcerous Restoration ability. First, it pales in comparison to either Spell Mastery or Signature spell. Second, I actually like that sorcery points do not recover prior to finishing a long rest. It is an important aspect of the ability and a strong balancing factor against arcane recovery.

But I realized that Vicious Spellcasting, while cool, only furthers to pigeon hole sorcerers as blasters. This does nothing for the sorcerer that prefers utility spells or other non-damaging effects.

Therefore, I created a different ability that would be comparable to signature spell and spell mastery:

Limitless Font of Magic
When you start your turn with 0 sorcery points, you instantly regain 3 sorcery points.

In my opinion, this stacks well against spell mastery and signature spell. It allows a sorcerer to allows have a 1st or 2nd level spell slot to cast a spell (in the vein of spell mastery) and assures that the sorcerer will always have points for metamagic. For a 20th level ability, I feel this is fair and appropriate.

4) Now, I turn my attention to the individual sorcerer archetypes.

I have altered the Dragon Sorcerer archetype abilities as follows:

Draconic Bloodline Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:

1st Level: Burning Hands*, Detect Magic
3rd Level: Agnazaar’s Scorcher*, Enthrall
5th Level: Fear, Fireball*
7th Level: Elemental Bane**, Wall of Fire*
9th Level: 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
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 types 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 that damage.

Draconic Emergence (Replaces Draconic Presence)
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.

All other Dragon Sorcerer abilities remain the same.

5) The Wild Magic Sorcerer has the following changes:

-I have altered the Wild Magic Surge Table. It's both more fun (in my opinion), and more deadly. I will post it at the end of this post.

Wild Magic Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:

1st Level: Chromatic Orb*, Hex
3rd Level: Crown of Madness, Mirror Image
5th Level: Counterspell, Hypnotic Pattern
7th Level: Confusion, Freedom of Movement
9th Level: 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
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
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.

All other wild magic sorcerer abilities remain the same.

6) Storm Sorcerers are basically unchanged. The only change I made to them is to add the spell Control Winds (from Elemental Evil Companion) to their bonus known spells at 9th level.

7) Shadow Sorcerers need more work on my part. But one for sure change I'm making is this:

Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:

1st Level: Silent Image, Sleep
3rd Level: Invisibility, Misty Step
5th Level: Major Image, Nondetection
7th Level: Dimension Door, Greater Invisibility
9th Level: Mislead, Dream

8) Favoured Souls have the following changes:

Spark of the Divine (Replaces Extra Attack)
Starting at level 6, you gain resistance to necrotic and radiant damage.

In addition, you gain the ability to cure wounds with a touch. As an action, you can spend 2 sorcery points to touch a creature and cure a number of hit points equal to 1d6. You can increase the amount healed, spending 2 sorcery points for each additional 1d6. This spell has no effect on undead or constructs.

At level 18, using Spark of the Divine only requires a bonus action to activate, and the amount healed increases to 1d8.

Power of the Chosen (Redux)
Starting at 18th level, you gain immunity from necrotic and radiant damage.

In addition, at the start of each of your turns, you regain hit points equal to your Charisma modifier (minimum 1).

With the Favoured Soul, I struggled whether to make their Spark of the Divine Ability require sorcery points. In the end, I felt is was appropriate, given the divine nature of the archetype and the fact few domains grant access to healing spells.

Finally, here is the Wild Magic Surge Table I created:

[sblock=Wild Magic Surge Table]01 Roll twice, use both effects.

02 Skrillex appears and begins playing super loud, terrible music for the next minute. All creatures within 200 feet are deafened for the duration.

03-04 A massive, illusory explosion is centered on the caster. For the next minute, the caster can see any invisible creature if you have line of sight to it.

05-06 A Modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08 You cast fireball as a 3rd-level spell centered on yourself.

09-10 You cast magic missile as a 5th-level spell. The missiles are the fingers of the casters hand, but instantly grow back. Painful for the caster.

11-12 The caster’s arms become vines, but continue to function normally, for one hour. In addition, entangle is cast, centered on the caster.

13-14 The caster’s form becomes bright and vibrant, like a cartoon. Also confusion is cast centered on the caster.

15-16 For the next minute, you regain 5 hit points at the start of each of your turns. Any lost body parts grow back at the end of the duration.

17-18 You grow a long beard made of feathers that remains until you fall, at which your descent is slowed as if affected by feather fall. Once you land, you will sneeze and the feathers explode out from your face.

19-20 You cast grease centered on yourself, and your nose becomes a pig’s snout until remove curse is cast on you.

21-22 Creatures have disadvantage on saving throws against the next spell you cast that allows a saving throw.

23-24 Caster becomes a squirrel for the next hour. You take on all statistics of the cat as listen in the Monster Manual with the exception of your mental statistics and your hit points. All equipment is melded into your new form. However, you can still talk and are able to cast spells as normal.

25-26 An eye appears on your forehead for the next minute. During that time, you can cast a force ray from the eye as a bonus action using your spell attack bonus. Damage for the ray is 1d8.

27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. Also, you must end each sentence with “giggidy” or you become a frog for an hour. If you become a frog, you take on all statistics of the Giant Frog as listed in the Monster Manual with the exception of your mental statistics and your hit points. All equipment is melded into your new form. In this form you cannot cast spells, but you can talk.

29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31-32 All creatures within 60’ teleport to randomly swap places.

33-34 Maximize the damage of the next damaging spell you cast within the next minute.

35-36 The caster becomes the spell’s target. If caster was already the target, there is no other effect.

37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39-40 You regain 2d10 hit points, but smell like a skunk for the next 24 hours.

41-42 Caster’s head grows 5 times its normal size, forcing caster to fall prone and reducing speed to 5 feet. This effect lasts for one minute.

43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. Each time there is an audible “BAMF” with a puff of purple smoke where you started and where your appear.

45-46 You cast levitate on yourself. Whenever you move up, you are propelled by a loud, visible, green fart cloud expelled from your butt.

47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50 You can’t speak for the next minute. Whenever you try, your voice is bleeped and your mouth looks pixilated. As a result, you cannot cast spells with a verbal component.

51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53-54 Your spell is chained, striking 1d6 random targets within 100’. If your spell does not target creatures, then there is no effect.

55-56 All those within 60 feet must make a Wis save against your spell save or be frightened of you.

57-58 Caster is affected by the reverse gravity spell for 1 min.

59-60 You regain your lowest-level expended spell slot.

61-62 For the rest of the gaming session, you must talk like a pirate. If you fail to talk like a pirate, you have disadvantage on all your saving throws for the rest of the session.

63-64 You cast fog cloud centered on yourself. The fog glows and music can be heard as if at a rave.

65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68 You shrink one size category and a giant, illusory duck appears which is visible to all. You are frightened of the duck and it chases you until the end of your next turn, at which time you return to normal.

69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71-72 Your skin becomes living stone and you gain resistance to all damage for the next minute.

73-74 A random creature within 60 feet of you turns green and becomes poisoned for 1d4 hours.

75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78 All creatures within 100 feet of you heals to full hit points.

79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. This gives you half cover against ranged attacks.

81-82 You can take one additional action immediately. You must make a karate noise before taking this action.

83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. Everyone knows that you stole their lifeforce.

85-86 You cast mirror image.

87-88 You cast fly on a random creature within 60 feet of you.

89-90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93-94 Your size increases by one size category for the next minute.

95-96. You and all creatures within 30 feet of you gain vulnerability to all damage for the next minute.

97 All creatures within 100’ that have been dead for less than 1 minute are raised as zombies under the caster’s control. After 1 minute zombies crumble to dust.

98 The spell cast by the caster becomes a Living Spell. Roll a 1d6. On a 5 or 6, the Living Spell is friendly towards the caster and will accept commands for 1 minute before disappearing from existence. Otherwise, Living Spell will attack caster. The DM will choose an elemental most closely associated to the spell. The elemental’s slam attack does damage of the spell’s damage type. On a hit, the elemental’s slam also activates any non-damaging abilities associated with the spell. If the effect requires a saving throw, it using the sorcerer’s spell save DC

99 You regain all expended sorcery points.

00 A cow/anvil falls on your target. Target must roll a Dex save against your spell DC or be crushed. On a failed save target takes 6d6 damage and falls prone.[/sblock]

EDIT: Updated to correct a mistake in my analysis, as I wrongly believed wizards could create 6th level spell slots with Arcane Recovery.
 
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I took some time today to look over the Shadow Sorcerer and I think I found a couple of creative solutions. The biggest problems I found with the Shadow Sorcerer is that it was created with the idea that sorcery points would not be available until 2nd level. Providing them at first level makes their Eyes of the Dark ability far too powerful. Additionally, I feel their Strength of the Grave ability does not really fit the idea of the Shadow Sorcerer. I also wanted to find a way to change the Hound of Ill-Omen to not rely on sorcery points. And finally, the Shadow Form ability is just overpowered. With these issues in mind, I've developed the following adjustments.

Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:

1st Level: Silent Image, Sleep
3rd Level: Darkness, Misty Step
5th Level: Major Image, Nondetection
7th Level: Dimension Door, Greater Invisibility
9th Level: Mislead, Dream

Eyes of the Dark
From 1st level, you have darkvision with a range of 60 feet. If you already possess darkvision from your race, then the range of your darkvision increases by 60 feet. This darkvision remains effective in any darkness ability you cast.

You also add the Shadow cantrip to your list of known cantrips. This cantrip does not count towards your list of known cantrips.

Cloak of Darkness (Replaces Strength of the Grave)
Starting at 1st level, you learn to pull the shadows around you to protect you from sight. 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
The only change I made is that it now requires an action to use, and can be used once per short or long rest.

Master of Darkness (This is in addition to Shadow Walk, not in place of it)
At 14th level, your Shadow cantrip can effect even magical sources of light.

Shadow Form
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.

All other abilities for the Shadow Sorcerer remain unchanged.

Finally, here is the new cantrip I created for this archetype.

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.
 
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Dragon Sorcerers get a permanent flight at level 14 (?, my books aren't near me), which is like getting a no-concentration version of a 3rd level spell (fly) at will. That's sort of comparable to spell mastery/signature spell. They can also recover a few more spells per day then the wizard can using their sorcery points; at level 20, the wizard can recover 2 level 5 spells.

I do agree that the sorcerer's known spells are too few, and that they could use some spells known for their bloodline.
 

Dragon Sorcerers get a permanent flight at level 14 (?, my books aren't near me), which is like getting a no-concentration version of a 3rd level spell (fly) at will. That's sort of comparable to spell mastery/signature spell.

I would argue these are not equivalent. At level 14 a wizard evoker can maximize a 5th level evocation spell. A wizard abjurer gets resistance to spells. Each type of wizard gets something at level 14 that is at least equivalent to being able to fly. When these are factored into consideration, the wizard still wins because they get their level 14 ability PLUS spell mastery and signature spell.

They can also recover a few more spells per day then the wizard can using their sorcery points; at level 20, the wizard can recover 2 level 5 spells.

Let's break down the math.

At level 20, a wizard gets 10 levels of spells they can recover. These can be any combination of spell slots, as long as they total 10 and do not go higher than a 5th level slot. So they can get:
  • two 5th level slots
  • two 4th level slots and a 2nd level slot
  • three 3rd level spell slots and a 1st level spell slot
  • five 2nd level slots
  • ten 1st level slots
  • as well as other combinations based on math.

As written in the PHB, if a level 20 sorcerer solely uses their sorcery points to convert into spell slots (i.e. no metamagic and no activating their many other abilities dependent on sorcery points) a sorcerer can create:
  • two 5th level spell slots and a 4th level spell slot
  • three 4th level spell slots and a 1st level spell slot
  • four 3rd level spell slots
  • six 2nd level spell slots and a 1st level slot
  • ten 1st level spell slots.
  • as well as other combinations based on math.

So yes, if a sorcerer uses no metamagic (the ability that is supposed to set it apart from the wizard), or any of its sorcery point dependent abilities as written in the PHB (i.e. Energy Affinity, Bend Luck, Draconic Presence), then yes, the sorcerer can technically cast more, but not so much more that it makes much of a difference. This doesn't even take into consideration that the wizard will have spell mastery, signature spell, will have 4 arcane tradition abilities that require no extra resource expenditure (unlike the sorcerer which has several), at minimum access to 3x the spells as a sorcerer of the same level, and can cast ritual spells without any expenditure of resources.

I do agree that the sorcerer's known spells are too few, and that they could use some spells known for their bloodline.

I'm glad we agree on that! ^_^

EDIT: Updated to correct a mistake in my analysis, as I wrongly believed wizards could create 6th level spell slots with Arcane Recovery.
 
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Am I wrong when I remember the Wizards arcane recovery being limited to 5th level spells? Or am I misremembering spell points?
 

Yea. According the the PHB, Arcane recovery allows wizards to regain spell slots that can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
 

You know what, I just read that, and realized that I've been reading that wrong. You are right, none can be higher than 6th level.

Well, this will require a bit of reassessment, but I still feel the wizards have the edge in this.

This is why I love posting on forums. They help me reduce my blind spots.
 
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You've got some interesting ideas here. Some specific thoughts:

Energy Substitution is too expensive. It doesn't seem right that changing a damage type is considered just as strong as copying the entire spell. Like, I can sort of see the equivalency—you're doubling the damage you'd deal if resistance still applied—but removing a penalty is not nearly as powerful as adding a new bonus.

Metamagic at Level 1 is maybe unnecessary. Sure your spellcasting is going to be a bit weaker than the wizard at level 1, but you've got all these neat non-spellslot abilities like Draconic Resilience and Tides of Chaos.

Limitless Font of Magic is cool; I always felt like the capstone recharge abilities were a bit underpowered. I think 2 SP would be better than 3 SP, though: a bonus cantrip each round is one thing, but disadvantage on saves (well, one save) against all of your spells is sort of obscene for a controller.

Bonus spells for every bloodline is yes, absolutely. It's a great way to ensure that a sorcerer's spells are at least partially on-theme, and more spells known are more of a versatility increase than a power increase (especially when Energy Substitution is an option).

The various bloodline-specific changes are all fine, I think.

The Wild Magic Surge table I'd just add onto the existing one, because more chaos is always better.
 

Thanks for the feedback!

Energy Substitution is too expensive. It doesn't seem right that changing a damage type is considered just as strong as copying the entire spell. Like, I can sort of see the equivalency—you're doubling the damage you'd deal if resistance still applied—but removing a penalty is not nearly as powerful as adding a new bonus.

You're absolutely right. Thinking about it, energy substitution is not as powerful as twin spell, but probably on par with quicken spell. Especially considering that the limited spells known for sorcerer makes this metamagic pretty indispensable.

Metamagic at Level 1 is maybe unnecessary. Sure your spellcasting is going to be a bit weaker than the wizard at level 1, but you've got all these neat non-spellslot abilities like Draconic Resilience and Tides of Chaos.

I also wrestled with this idea. I went with going this way for a few reasons, but many of them did not include the changes I've propsed.

If the current wizard is compared to my updated sorcerer, they both have essentially the same number of prepped spells (assuming the wizard has a 16 intelligence) and cast the same number of spell slots. However, the sorcerer gets one extra cantrip, meanwhile the wizard gets ritual casting (and many 1st level spells count as rituals, and it is likely that the wizard is going to pick at least one with their 6 spells in their spell book). So I guess it kinda depends on how you weight an extra cantrip versus ritual spellcasting, and the bloodline abilities versus arcane recovery.

Limitless Font of Magic is cool; I always felt like the capstone recharge abilities were a bit underpowered. I think 2 SP would be better than 3 SP, though: a bonus cantrip each round is one thing, but disadvantage on saves (well, one save) against all of your spells is sort of obscene for a controller.

I see your point of view. Part of this comes from not only comparing the sorcerer to the wizard, but the idea that many of the capstone abilities are either pretty appropriate (cleric can ask God for a favor once a week and he actually listens, druid gets limitless temp HP with boundless wildshape) while others are kinda bleh (I'm looking at you, ya stupid ranger!). In this case, I might actually prefer to increase the wizard's capstone power rather than nerf this ability. But that's just me. Another option would be to increase the cost of heighten to 4 sorcery points.

Bonus spells for every bloodline is yes, absolutely. It's a great way to ensure that a sorcerer's spells are at least partially on-theme, and more spells known are more of a versatility increase than a power increase (especially when Energy Substitution is an option).

My thoughts exactly! ^_^

The various bloodline-specific changes are all fine, I think.

Yea, these were difficult (especially the Shadow sorcerer). I based the power level relatively close to the storm sorcerer, which I thought got it right.

The Wild Magic Surge table I'd just add onto the existing one, because more chaos is always better.

I can't argue with that. I would say they relative ratio of boon, bust, 50/50, and mostly cosmetic should stay the same. Any ideas what you might add?
 
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How about Quicken Metamagic automatically known Metamagic at 2nd level.

From levels 1 through 8, you can quicken only cantrips as action spell.
Then levels 9 through 16, you can Quicken cantrips or 1st level spells at a 1st level slot as an action.
Then levels 17 and onward quicken cantrips, 1st level, or 2nd level spells at their respective slot as an action.

Sorcerous Restoration is a 7th level ability

Replace 20th level capstone with yours
 

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