Composer99
2019-08-03, 08:38 PM
More Edit: The revision is done. The sorcerer now has spell slots as normal, but gets more sorcery points relative to the RAW/PHB sorcerer. Instead of 1.5 the number of spell slots compared to other casters, as in 3.5, the sorcerer gets 1.5 the number of sorcery points compared to the RAW/PHB sorcerer. I considered giving the sorcerer one extra sorcery point per spell level when cashing in slots for sorcery points, but I think that's too many extra sorcery points - if I hadn't given it more base sorcery points, I could have given it the extra sorcery points for burning slots. Also, there is a cap on the number of spell slots a sorcerer may create of any given spell level.
Edit: After some back-and-forth on another topic, I've gone back to thinking about this 'brew and decided it's far too fiddly for 5e. If I'm being honest, the sorcerer would have been better served using the warlock's casting system, with the warlock either using the normal "full caster" slot progression, or something else entirely. But I don't want to go that far in remixing the sorcerer. So I'll re-visit this with a view to meeting my stated goals in a less complicated fashion. Long story short: I like the flexibility spell points give the sorcerer, conceptually, but upon further thinking, making a player have to work with dozens or hundreds of such points is a step too far away from how 5e gets things done. Look for a revision soon!
Hey, all. Here's a remix of the sorcerer, with adjusted metamagic and some new sorcerous origins.
Discussion & Design Goals
In 3.5, when the sorcerer appeared as a class, its shtick was that it knew fewer spells than the prepared casters, but could cast them more often. Of course, back then sorcerers could know a total of 34 spells, not counting cantrips. This was a key part of Xykon's strategy for beating his various foes - the fact that he could keep on trucking after they'd run out of juice. In 4e, the sorcerer lost this part of its identity when everyone used the same power use and refresh mechanic. Overall a 3.5 sorcerer had 1.5 times the slots any other caster did, not counting bonus slots from high ability scores.
Now, in 5e, the sorcerer has lost most of this capacity. Not only do they know far fewer spells (15 excluding cantrips), they also get the same number of spell slots as everyone else. Sorcerers can use sorcery points to get extra spell slots, but that often means foregoing their most notable unique feature: metamagic. And if they burn lower-level slots and sorcery points to cast 4th and 5th-level spells, they'll not only not get to use metamagic, but they'll also have fewer slots overall.
I'd like to bring a little of that 'more mojo' back into the game. Warlock casting in 5e complicates things, because warlocks get so many castings of highest-level spells, and if you try to let sorcerers beat them at that game it can get out of hand, especially right at the top end of tier 2 when 5th-level spells come online but warlocks haven't got their third slot.
So the primary goal of this remix is to give the sorcerer the ability to cast more spells than can a character with access to a slot recovery mechanic (wizards and land druids) without sacrificing its ability to use metamagic too much - in other words, either more slots or more sorcery points - without letting them completely outpace such a character. Such ability is limited to spells of 5th level or lower, of course. They can do any two of cast more slots overall (assuming they spread them out), cast more high-end slots (up to a limit), or pile on metamagic. Or they can do a reasonable mix of all three.
The other weakness of the sorcerer is that it doesn't get any distinguishing features in the core class other than metamagic and the sorcery points that fuel it. To a certain extent, that's the result of the design restrictions imposed on the class. I'd like to change that, although not too much.
A lesser problem is the sorcerer's limited spells known. It's not so much of a problem if you're not concerned about char-op the way folks on discussion boards such as this one tend to be, but it's not no problem. I don't want to give the sorcerer more freely-selectable spells known in the core class, but I do think that giving origin spells (similar to ranger archetype spells) is a way to give a sorcerer a thematic set of extra spells known (of up to 5th level, natch).
The Sorcerer
Spell Slots per Spell Level
Level
Proficiency Bonus
Cantrips Known
Sorcery Points
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell Shaping
Class Features
1st
+2
4
2
2
2
-
-
-
-
-
-
-
-
-
Sorcerous Origin, Sorcery
2nd
+2
4
3
3
3
-
-
-
-
-
-
-
-
2 known
Spell Shaping, Sorcerous Sense
3rd
+2
4
5
4
4
2
-
-
-
-
-
-
-
3 known
-
4th
+2
5
6
5
4
3
-
-
-
-
-
-
-
3 known
Ability Score Improvement
5th
+3
5
8
6
4
3
2
-
-
-
-
-
-
3 known
-
6th
+3
5
9
7
4
3
3
-
-
-
-
-
-
3 known
Sorcerous Origin
7th
+3
5
11
8
4
3
3
1
-
-
-
-
-
3 known
-
8th
+3
5
12
9
4
3
3
2
-
-
-
-
-
3 known
Ability Score Improvement
9th
+4
5
14
10
4
3
3
3
1
-
-
-
-
3 known
-
10th
+4
6
15
11
4
3
3
3
2
-
-
-
-
4 known
Sorcerous Restoration
11th
+4
6
17
12
4
3
3
3
2
1
-
-
-
4 known
-
12th
+4
6
18
12
4
3
3
3
2
1
-
-
-
4 known
Ability Score Improvement
13th
+5
6
20
13
4
3
3
3
2
1
1
-
-
4 known
-
14th
+5
6
21
13
4
3
3
3
2
1
1
-
-
4 known
Sorcerous Origin Feature
15th
+5
6
23
14
4
3
3
3
2
1
1
1
-
4 known
-
16th
+5
6
24
14
4
3
3
3
2
1
1
1
-
4 known
Ability Score Improvement
17th
+6
6
26
15
4
3
3
3
2
1
1
1
1
5 known
-
18th
+6
6
27
15
4
3
3
3
3
1
1
1
1
5 known
Sorcerous Origin Feature
19th
+6
6
29
15
4
3
3
3
3
2
1
1
1
5 known
Ability Score Improvement
20th
+6
6
30
15
4
3
3
3
3
2
2
1
1
5 known
Sorcerous Paragon
Sorcerer Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.
Proficiencies
Armour: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Manoeuvres: None.
Tools: None.
Saving Throws: Constitution, Charisma.
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) a light crossbow with 20 bolts, (b) any simple weapon.
- (a) a dungeoneer’s pack or (b) an explorer’s pack.
- Two daggers.
Sorcerous Origin
You have a sorcerous origin: a bloodline, destiny, or other circumstance that explains the source of your innate magical power. Choose one of the following sorcerous origins, detailed at the end of this chapter: Aberrant Bloodline, Arcane Heritage, Draconic Bloodline, Fey Bloodline, Fel Heritage, Flame Sorcerer, Undead Origin, and Wild Magic.
Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level.
Origin Spells
Each sorcerous origin has a list of spells – its origin spells – that you can learn at the sorcerer levels noted in the origin description. Whenever you reach a sorcerer level that has origin spells, choose one spell from the origin spell list for that level to learn. Once you gain an origin spell, you always know it, and it doesn’t count against the number of sorcerer spells you can learn. See the Sorcery feature for more information on spellcasting.
If you have an origin spell that doesn’t appear in the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.
Sorcery
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Magic flows through your body, fuelling your ability to cast and shape spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Eschew Materials
Because you have inherent access to magic, you needn’t rely on the material crutches that other spellcasters do, with some rare exceptions. You don’t need material components to cast a spell unless they have a monetary cost associated with them or are consumed during the casting of the spell.
Font of Magic
The currents of magic flowing through the world are known by many names. This magic flows through you inherently, represented by a pool of sorcery points you expend to cast spells and use other sorcerer class features. You have 2 sorcery points, and you gain more as you gain levels in this class, as shown in the Sorcerer table. Whenever you finish a long rest, you regain any spent sorcery points.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th, and you can't create a spell slot of a level for which you do not already possess a spell slot, as shown in the Spell Slots per Spell Level columns of the Sorcerer table.. Any spell slot you create with this feature vanishes when you finish a long rest.
For example, if you are 3rd level, you have 5 sorcery points. If you know the 1st-level spell burning hands, you can use your bonus action to create a 1st-level spell slot by spending 2 sorcery points, or a 2nd-level spell slot by spending 3 sorcery points, and then use your action and expend that slot to cast burning hands as a 1st- or 2nd-level spell, respectively.
The maximum number of slots you may create at any given level equals your Charisma modifier (minimum 1 slot). Whenever you finish a long rest, the number of slots you have created in this fashion resets to 0.
Converting Spell Slots to Sorcery Points. As a bonus action, you can expend a spell slot and transform it into a number of sorcery points equal to the level of the expended slot.
Font of Magic
Spell Slot Level
Sorcery Point
Cost
Spell Slot
Level
Sorcery Point Cost
1st
2
4th
6
2nd
3
5th
7
3rd
5
-
-
Spell Shaping
Starting at 2nd level, you learn how to modify your spells to suit your needs. You learn two Spell Shaping options of your choice from the list provided at the end of the class description. You learn one additional such option at each of 3rd, 10th, and 17th level.
Whenever you cast a sorcerer spell, you may spend additional sorcery points to apply one spell shaping option that you know. You can only apply a single spell shaping option on a spell when you cast it, unless otherwise noted.
Spell shaping is the new name for metamagic. I've so renamed it in order to make it more "sorcerer-y". "Metamagic" just sounds too... "wizard-y", if you take my meaning, whereas "spell shaping" just sounds more like something a sorcerer does.
Sorcerous Sense
Also at 2nd level, whenever a creature you can see uses its action to cast a spell, you easily perceive the magical threads it is pulling together. You immediately know the level and school of magic of the spell the creature is casting, and you can identify which spell it is without requiring any sort of action with a successful Intelligence check whose DC is 8 + the spell level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Sorcerous Restoration
Beginning at 10th level, you regain 2 spent sorcery points whenever you finish a short rest, increasing to 4 sorcery points starting at 20th level.
Sorcerous Paragon
When you reach the pinnacle of sorcerous power at 20th level, you can choose one of the following features, gaining its benefits:
Improvised Magic. When you create a spell slot of 5th level or lower, you may spend additional sorcery points to cast a spell you don’t know from the sorcerer spell list. You must spend 1 additional sorcery point to cast a spell of 1st, 2nd, or 3rd level in this manner, or 2 additional sorcery points to cast a spell of 4th or 5th level. After using this feature, you must finish a long rest before you can do so again.
Leisurely Concentration. When you cast a spell of 5th level or lower that requires concentration as part of its duration, you may spend 1 sorcery point to ignore the requirement to concentrate on the spell for 1 minute. After using this feature, you must finish a long rest before you can do so again.
Sorcerous Empowerment. When you cast a sorcerer spell of 1st through 4th level that you know, you can cast it as if from a slot level up to one level higher than the spell’s base level without spending additional sorcery points. After doing so, you must finish a short or long rest before you can use this feature again. For example, if you know color spray, you can cast it from a 2nd-level spell slot while only spending the sorcery points to create a 1st-level spell slot.
Spell Shaping Mastery. You may apply up to two spell shaping options whenever you cast a sorcerer spell by spending one additional sorcery point per spell shaping option applied.
Spell Shaping Options
I ought to come up with a few more metamagic options at some point.
Careful Spell
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 creatures up to your Charisma modifier (minimum of 1 creature). Each creature so chosen automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier (minimum of one die). You must use the new rolls.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can spend 1 sorcery point to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery to cast it without requiring any verbal or somatic components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of “Self”, you can spend sorcery points to target a second creature in range with the same spell. The number of sorcery points you must spend depends on the spell's level, as shown in the Twinned Spell table.
A spell must be incapable of targeting more than one creature at the spell’s current level to be eligible for this spell shaping option. For instance, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Twinned Spell
Spell Slot
Level
Sorcery Point
Cost
Spell Slot
Level
Sorcery Point Cost
Cantrip
1
5th
3
1st
1
6th
3
2nd
2
7th
4
3rd
2
8th
4
4th
3
9th
5
Edit: After some back-and-forth on another topic, I've gone back to thinking about this 'brew and decided it's far too fiddly for 5e. If I'm being honest, the sorcerer would have been better served using the warlock's casting system, with the warlock either using the normal "full caster" slot progression, or something else entirely. But I don't want to go that far in remixing the sorcerer. So I'll re-visit this with a view to meeting my stated goals in a less complicated fashion. Long story short: I like the flexibility spell points give the sorcerer, conceptually, but upon further thinking, making a player have to work with dozens or hundreds of such points is a step too far away from how 5e gets things done. Look for a revision soon!
Hey, all. Here's a remix of the sorcerer, with adjusted metamagic and some new sorcerous origins.
Discussion & Design Goals
In 3.5, when the sorcerer appeared as a class, its shtick was that it knew fewer spells than the prepared casters, but could cast them more often. Of course, back then sorcerers could know a total of 34 spells, not counting cantrips. This was a key part of Xykon's strategy for beating his various foes - the fact that he could keep on trucking after they'd run out of juice. In 4e, the sorcerer lost this part of its identity when everyone used the same power use and refresh mechanic. Overall a 3.5 sorcerer had 1.5 times the slots any other caster did, not counting bonus slots from high ability scores.
Now, in 5e, the sorcerer has lost most of this capacity. Not only do they know far fewer spells (15 excluding cantrips), they also get the same number of spell slots as everyone else. Sorcerers can use sorcery points to get extra spell slots, but that often means foregoing their most notable unique feature: metamagic. And if they burn lower-level slots and sorcery points to cast 4th and 5th-level spells, they'll not only not get to use metamagic, but they'll also have fewer slots overall.
I'd like to bring a little of that 'more mojo' back into the game. Warlock casting in 5e complicates things, because warlocks get so many castings of highest-level spells, and if you try to let sorcerers beat them at that game it can get out of hand, especially right at the top end of tier 2 when 5th-level spells come online but warlocks haven't got their third slot.
So the primary goal of this remix is to give the sorcerer the ability to cast more spells than can a character with access to a slot recovery mechanic (wizards and land druids) without sacrificing its ability to use metamagic too much - in other words, either more slots or more sorcery points - without letting them completely outpace such a character. Such ability is limited to spells of 5th level or lower, of course. They can do any two of cast more slots overall (assuming they spread them out), cast more high-end slots (up to a limit), or pile on metamagic. Or they can do a reasonable mix of all three.
The other weakness of the sorcerer is that it doesn't get any distinguishing features in the core class other than metamagic and the sorcery points that fuel it. To a certain extent, that's the result of the design restrictions imposed on the class. I'd like to change that, although not too much.
A lesser problem is the sorcerer's limited spells known. It's not so much of a problem if you're not concerned about char-op the way folks on discussion boards such as this one tend to be, but it's not no problem. I don't want to give the sorcerer more freely-selectable spells known in the core class, but I do think that giving origin spells (similar to ranger archetype spells) is a way to give a sorcerer a thematic set of extra spells known (of up to 5th level, natch).
The Sorcerer
Spell Slots per Spell Level
Level
Proficiency Bonus
Cantrips Known
Sorcery Points
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell Shaping
Class Features
1st
+2
4
2
2
2
-
-
-
-
-
-
-
-
-
Sorcerous Origin, Sorcery
2nd
+2
4
3
3
3
-
-
-
-
-
-
-
-
2 known
Spell Shaping, Sorcerous Sense
3rd
+2
4
5
4
4
2
-
-
-
-
-
-
-
3 known
-
4th
+2
5
6
5
4
3
-
-
-
-
-
-
-
3 known
Ability Score Improvement
5th
+3
5
8
6
4
3
2
-
-
-
-
-
-
3 known
-
6th
+3
5
9
7
4
3
3
-
-
-
-
-
-
3 known
Sorcerous Origin
7th
+3
5
11
8
4
3
3
1
-
-
-
-
-
3 known
-
8th
+3
5
12
9
4
3
3
2
-
-
-
-
-
3 known
Ability Score Improvement
9th
+4
5
14
10
4
3
3
3
1
-
-
-
-
3 known
-
10th
+4
6
15
11
4
3
3
3
2
-
-
-
-
4 known
Sorcerous Restoration
11th
+4
6
17
12
4
3
3
3
2
1
-
-
-
4 known
-
12th
+4
6
18
12
4
3
3
3
2
1
-
-
-
4 known
Ability Score Improvement
13th
+5
6
20
13
4
3
3
3
2
1
1
-
-
4 known
-
14th
+5
6
21
13
4
3
3
3
2
1
1
-
-
4 known
Sorcerous Origin Feature
15th
+5
6
23
14
4
3
3
3
2
1
1
1
-
4 known
-
16th
+5
6
24
14
4
3
3
3
2
1
1
1
-
4 known
Ability Score Improvement
17th
+6
6
26
15
4
3
3
3
2
1
1
1
1
5 known
-
18th
+6
6
27
15
4
3
3
3
3
1
1
1
1
5 known
Sorcerous Origin Feature
19th
+6
6
29
15
4
3
3
3
3
2
1
1
1
5 known
Ability Score Improvement
20th
+6
6
30
15
4
3
3
3
3
2
2
1
1
5 known
Sorcerous Paragon
Sorcerer Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.
Proficiencies
Armour: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Manoeuvres: None.
Tools: None.
Saving Throws: Constitution, Charisma.
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) a light crossbow with 20 bolts, (b) any simple weapon.
- (a) a dungeoneer’s pack or (b) an explorer’s pack.
- Two daggers.
Sorcerous Origin
You have a sorcerous origin: a bloodline, destiny, or other circumstance that explains the source of your innate magical power. Choose one of the following sorcerous origins, detailed at the end of this chapter: Aberrant Bloodline, Arcane Heritage, Draconic Bloodline, Fey Bloodline, Fel Heritage, Flame Sorcerer, Undead Origin, and Wild Magic.
Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level.
Origin Spells
Each sorcerous origin has a list of spells – its origin spells – that you can learn at the sorcerer levels noted in the origin description. Whenever you reach a sorcerer level that has origin spells, choose one spell from the origin spell list for that level to learn. Once you gain an origin spell, you always know it, and it doesn’t count against the number of sorcerer spells you can learn. See the Sorcery feature for more information on spellcasting.
If you have an origin spell that doesn’t appear in the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.
Sorcery
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Magic flows through your body, fuelling your ability to cast and shape spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Eschew Materials
Because you have inherent access to magic, you needn’t rely on the material crutches that other spellcasters do, with some rare exceptions. You don’t need material components to cast a spell unless they have a monetary cost associated with them or are consumed during the casting of the spell.
Font of Magic
The currents of magic flowing through the world are known by many names. This magic flows through you inherently, represented by a pool of sorcery points you expend to cast spells and use other sorcerer class features. You have 2 sorcery points, and you gain more as you gain levels in this class, as shown in the Sorcerer table. Whenever you finish a long rest, you regain any spent sorcery points.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th, and you can't create a spell slot of a level for which you do not already possess a spell slot, as shown in the Spell Slots per Spell Level columns of the Sorcerer table.. Any spell slot you create with this feature vanishes when you finish a long rest.
For example, if you are 3rd level, you have 5 sorcery points. If you know the 1st-level spell burning hands, you can use your bonus action to create a 1st-level spell slot by spending 2 sorcery points, or a 2nd-level spell slot by spending 3 sorcery points, and then use your action and expend that slot to cast burning hands as a 1st- or 2nd-level spell, respectively.
The maximum number of slots you may create at any given level equals your Charisma modifier (minimum 1 slot). Whenever you finish a long rest, the number of slots you have created in this fashion resets to 0.
Converting Spell Slots to Sorcery Points. As a bonus action, you can expend a spell slot and transform it into a number of sorcery points equal to the level of the expended slot.
Font of Magic
Spell Slot Level
Sorcery Point
Cost
Spell Slot
Level
Sorcery Point Cost
1st
2
4th
6
2nd
3
5th
7
3rd
5
-
-
Spell Shaping
Starting at 2nd level, you learn how to modify your spells to suit your needs. You learn two Spell Shaping options of your choice from the list provided at the end of the class description. You learn one additional such option at each of 3rd, 10th, and 17th level.
Whenever you cast a sorcerer spell, you may spend additional sorcery points to apply one spell shaping option that you know. You can only apply a single spell shaping option on a spell when you cast it, unless otherwise noted.
Spell shaping is the new name for metamagic. I've so renamed it in order to make it more "sorcerer-y". "Metamagic" just sounds too... "wizard-y", if you take my meaning, whereas "spell shaping" just sounds more like something a sorcerer does.
Sorcerous Sense
Also at 2nd level, whenever a creature you can see uses its action to cast a spell, you easily perceive the magical threads it is pulling together. You immediately know the level and school of magic of the spell the creature is casting, and you can identify which spell it is without requiring any sort of action with a successful Intelligence check whose DC is 8 + the spell level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Sorcerous Restoration
Beginning at 10th level, you regain 2 spent sorcery points whenever you finish a short rest, increasing to 4 sorcery points starting at 20th level.
Sorcerous Paragon
When you reach the pinnacle of sorcerous power at 20th level, you can choose one of the following features, gaining its benefits:
Improvised Magic. When you create a spell slot of 5th level or lower, you may spend additional sorcery points to cast a spell you don’t know from the sorcerer spell list. You must spend 1 additional sorcery point to cast a spell of 1st, 2nd, or 3rd level in this manner, or 2 additional sorcery points to cast a spell of 4th or 5th level. After using this feature, you must finish a long rest before you can do so again.
Leisurely Concentration. When you cast a spell of 5th level or lower that requires concentration as part of its duration, you may spend 1 sorcery point to ignore the requirement to concentrate on the spell for 1 minute. After using this feature, you must finish a long rest before you can do so again.
Sorcerous Empowerment. When you cast a sorcerer spell of 1st through 4th level that you know, you can cast it as if from a slot level up to one level higher than the spell’s base level without spending additional sorcery points. After doing so, you must finish a short or long rest before you can use this feature again. For example, if you know color spray, you can cast it from a 2nd-level spell slot while only spending the sorcery points to create a 1st-level spell slot.
Spell Shaping Mastery. You may apply up to two spell shaping options whenever you cast a sorcerer spell by spending one additional sorcery point per spell shaping option applied.
Spell Shaping Options
I ought to come up with a few more metamagic options at some point.
Careful Spell
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 creatures up to your Charisma modifier (minimum of 1 creature). Each creature so chosen automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier (minimum of one die). You must use the new rolls.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can spend 1 sorcery point to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery to cast it without requiring any verbal or somatic components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of “Self”, you can spend sorcery points to target a second creature in range with the same spell. The number of sorcery points you must spend depends on the spell's level, as shown in the Twinned Spell table.
A spell must be incapable of targeting more than one creature at the spell’s current level to be eligible for this spell shaping option. For instance, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Twinned Spell
Spell Slot
Level
Sorcery Point
Cost
Spell Slot
Level
Sorcery Point Cost
Cantrip
1
5th
3
1st
1
6th
3
2nd
2
7th
4
3rd
2
8th
4
4th
3
9th
5