This kind of sorcerer is suited for my home campaign, an unspecificed arcane source of magic. The intent is to have the character generic in ability, but sometimes focused by theme (via spell choice, not discussed here). It needs to fit its roles, not necessarily be balanced against the other bloodlines or even other classes, although I have tried to get close.
ARCANE BLOODLINE
As a generic sorcerer, the character may have either CHA or CON designated as its spell casting ability. (Player can choose a hardy channeler or smooth enchanter type.)
Level 1: Magic Sensitive, Gains the ability to cast Detect Magic once per short rest. Detect Magic is also added as a bonus spell to the spells known list.
Level 1: Manipulate Magic, Gains two sorcery points, and one meta magic at first level instead of second and third. These are cumulative with those gained later at 2nd and 3rd level.
Level 6: Thwart Magic, Gains the ability to cast Counterspell once per short rest. Counterspell is also added as a bonus spell to the spells known list.
Level 14: Gains the ability to cast Telekinesis once per short rest. Telekinesis is also added as a bonus spell to the spells known list. (this one is iffy, kinda fits kinda doesn't)
Level 18: Metamagic costs are reduced by 1 sorcery point.
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Optional Rule: (used to recreate sorcerers from previous campaigns)
As a generic sorcerer, the character may burn one or two of the sorcery points gained at 1st level to become proficient with a weapon or armor. The untapped power innate to your bloodline turned itself inward and granted you skill in the items you used the most.
ARCANE BLOODLINE
As a generic sorcerer, the character may have either CHA or CON designated as its spell casting ability. (Player can choose a hardy channeler or smooth enchanter type.)
Level 1: Magic Sensitive, Gains the ability to cast Detect Magic once per short rest. Detect Magic is also added as a bonus spell to the spells known list.
Level 1: Manipulate Magic, Gains two sorcery points, and one meta magic at first level instead of second and third. These are cumulative with those gained later at 2nd and 3rd level.
Level 6: Thwart Magic, Gains the ability to cast Counterspell once per short rest. Counterspell is also added as a bonus spell to the spells known list.
Level 14: Gains the ability to cast Telekinesis once per short rest. Telekinesis is also added as a bonus spell to the spells known list. (this one is iffy, kinda fits kinda doesn't)
Level 18: Metamagic costs are reduced by 1 sorcery point.
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Optional Rule: (used to recreate sorcerers from previous campaigns)
As a generic sorcerer, the character may burn one or two of the sorcery points gained at 1st level to become proficient with a weapon or armor. The untapped power innate to your bloodline turned itself inward and granted you skill in the items you used the most.