The standard sorcerous origin progression is that benefits are awarded at level 1, 6, 14, and 18. I'm trying to work out a good way to handle your ideas within that framework. It is not...easy. Let me mull a bit.
... Progression starts at 1. Things that slip my mind.
Okay.
Let's try and break some stuff down.
Arcane Heritage
Level 1 - Made of Magic
While others may claim descendant from a fierce, magical creature or the byproduct of magical manipulation, you are
magic, with the very heart of the arcane beating inside you. Manipulating the cosmic forces to craft spellwork allows you to pull pieces of The Weave that no other can. You gain the following benefits:
- You ignore Material Components in Spells unless there is a listed cost. You only need the Vocal and Somatic components to cast most spells.
- Any time you would normally only gain 1 Sorcery Point when you level, you instead gain 2.
- You gain 2 Sorcery Points. You can use Sorcery Points to cast any spell on the
Sorcerer Spell List that you do not Know, expending a Spell Slot as normal. This caps at 5th Level Spells. The cost is as follows:
[TABLE="class: grid, width: 200, align: center"]
[TR]
[TD="align: center"]Spell Level[/TD]
[TD="align: center"]SP Cost[/TD]
[/TR]
[TR]
[TD="align: center"]1[/TD]
[TD="align: center"]2[/TD]
[/TR]
[TR]
[TD="align: center"]2[/TD]
[TD="align: center"]3[/TD]
[/TR]
[TR]
[TD="align: center"]3[/TD]
[TD="align: center"]5[/TD]
[/TR]
[TR]
[TD="align: center"]4[/TD]
[TD="align: center"]6[/TD]
[/TR]
[TR]
[TD="align: center"]5[/TD]
[TD="align: center"]7[/TD]
[/TR]
[/TABLE]
Level 6 - Mana Manipulation
It all starts to come so easy to you: at first it may have been a struggle, but each day brings new power, new ways to cast the brush of your esoteric art upon reality. Your own wellspring of energy allows you to take advantage of the loopholes you perceive in The Weave. You gain the following benefits:
- Choose 2 Spells with the
Ritual Tag from the Bard, Sorcerer, Warlock, or Wizard Spell List. You can cast these spells as a Ritual if you spend Sorcery Points equal to the Spell's Level. These spells count as Sorcerer spells for you.
- If you use your
Made of Magic Feature to choose a Sorcerer Spell that you don't know, you pay the cost for casting a spell you do not know as well as the Ritual cost from this feature.
- You can choose 1 more Ritual Spell at 11th Level, and 1 more at 15th level.
Level 14 - Arcana Overcharge
The spells of others are unwoven with but a word from your lips. The height of your own magic is constantly pushing new boundaries, burning more intensely with every casting. You're not just some Spellcaster, some other Mage: You touch the very source of the Arcane and bend it to your benefit and the detriment of your enemies. You gain the following benefits:
- You gain Advantage on any Saves you make against Spells. If you succeed on a save versus a spell that would normally cause you Half-Damage, you can spend 2 Sorcery Points to instead take No Damage.
- You can add your Charisma Modifier to the damage of all your Spells. If a Spell allows you to target multiple targets, this extra damage only affects 1 target.
Level 18 - Mastery of Metamagic
The secrets of spellcraft are laid bare to you. You twist, tear, and shred The Weave to best suit your own devices, forcing the threads back together in beautiful new patterns that boldly display your own sorcerous might. You gain the following benefit:
- When you use any Metamagic Option on a Spell, you can choose to add a 2nd Option to the Spell, paying the normal cost for Metamagic Options.