Sorcerer Rework + Nature Soul, Fiendish Bloodline

by NobleLavender

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Sorcerer Reworked

Minor changes to the class

This document includes optional buffs to all Sorcerer subclasses and additional Metamagic options, including a buff to careful spell.

In addition, this document includes two homebrew subclasses for the Sorcerer; Nature Soul Sorcerer, and Fiendish Bloodline Sorcerer

Sorcerer Changes

Bonus Spells

Each subclass will now have bonus spells. For every spell level up to level 5 you can choose between two different spells exceptions to this are the Shadow Sorcerer 3rd level spell, and Divine Soul Sorcerer.

You learn one of the spells of your choice but they do not count against your number of spells known. You cannot change these spells when you level up.

Draconic Bloodline

Sorcerer level Spell One Spell Two
1st Command Cause Fear
3rd Dragon’s Breath Enlarge/Reduce
5th Fear Elemental Weapon
7th Private Sanctum Charm Monster
9th Passwall Hold Monster

Wild Magic

Sorcerer level Spell One Spell Two
1st Chaos Bolt Absorb Elements
3rd Alter Self Magic Weapon
5th Enemies Abound Dispel Magic
7th Confusion Elemental Bane
9th Animate Objects Seeming

Storm Sorcery

Sorcerer level Spell One Spell Two
1st Thunder Wave Witch Bolt
3rd Warding Wind Gust of Wind
5th Call Lightning Fly
7th Storm Sphere Conjure Minor Elementals
9th Conjure Elementals Control Winds

Shadow Magic

Sorcerer level Spell One Spell Two
1st Unseen Servant Sleep
3rd Darkness
5th Phantom Steed Speak With Dead
7th Faithful Hound Shadow of Moil
9th Antilife Shell Mislead

Divine Soul Good

Sorcerer level Spell
3rd Aid
5th Beacon of Hope
7th Death Ward
9th Mass Cure Wounds

Divine Soul Evil

Sorcerer level Spell
3rd Blindness/Deafness
5th Animate Dead
7th Blight
9th Contagion

Divine Soul Law

Sorcerer level Spell
3rd Hold Person
5th Spiritual Guardians
7th Banishment
9th Hallow

Divine Soul Chaos

Sorcerer level Spell
3rd Silence
5th Bestow Curse
7th Freedom of Movement
9th Geas
Page 1 | Bonus Spells

Divine Soul Neutrality

Sorcerer level Spell
3rd Calm Emotions
5th Magic Circle
7th Divination
9th Dispel Evil and Good

Metamagic

The following are options for the Sorcerer that fill in gaps for metamagic options that are not over the top, if you dm feels like these options will break a game feel free to change the sorcery point cost.

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. 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 succeed on its saving throw against the spell and takes no damage.

Contingency Spell

When you cast a spell you can spend a number of sorcery points equal to the spells level to have it trigger later after a set requirement has been completed (1 sorcery point if the spell is a cantrip), this effect can be ended early by Dispel Magic and Antimagic Field.

To be eligible, a spell must be incapable of targeting more then one creature at the spells current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. The spell will last until a long rest

Non-Lethal Spell

When you cast a spell you can choose to have the spell to knockout a target instead of killing them, after the spell hits and rolls damage but not before you find out if you have killed the target. To use this option you must spend 1 sorcery point

You can use Non-Leathal Spell even if you already used a different Metamagic option during the casting of the spell.

Binding Metamagic

When you cast a spell you can spend 2 sorcery points to cause the spell to bind the target in place. The target of the spell cannot move 10 feet away from where they are until the end of their turn.

To be eligible, a spell must be incapable of targeting more then one creature at the spells current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Bright Metamagic

When you cast a spell with an attack roll that hits a target you can spend 3 sorcery points to cause the next attack roll against a chosen target to have advantage, The target no longer benefits from invisibility or illusions that hide its form until the advantage has been used.

Bouncy Metamagic

When you cast a spell that requires an attack roll you can use this option to cause the spell to bounce ignoring half and full cover at the cost of 3 sorcery points. The spell can bounce up to its range hitting targets you can't see, make an attack roll at disadvantage against every target in the way once, if the spell uses a dexterity saving throw to resist the affect the target does so at advantage.

Forced Metamagic

When you cast a spell you can take damage instead of using a spell slot up to level 5. The amount of damage taken equals the spell level times 5 and can not be resisted in any way.

Infuse Spell

When you use this option you can spend a spell slot and 2 sorcery points to give a target of your choosing the ability to cast a spell of your choosing at the level of the spell slot given once. The spell uses your spellcasting bonus and DC, the ability to use the spell goes away when you finish a long rest, the target is targeted by Dispel Magic, or the target enters a Antimagic Field. A single target can only hold one infusion at a time.

Accelerated Spell

When you cast a spell that has a casting time above an action you can reduce the casting time by half at the cost of 3 sorcery points, You can also use this option on spells casted ritually.

Page 2 | Metamagic

Sorcerous Origins

Nature Soul Sorcerer

Your bloodline might have been cursed or blessed a spirit of nature, causing you to take on features of plants or animals, maybe you have bark like skin in some places or animal ears instead of normal ears. Either way you have a innate connection with nature.

Nature Soul Quirks
d6 Quirk
1 You can't help but to wag or tap a part of your body when someone is giving you attention
2 When you are asleep you move around like you are chasing something
3 You can't help but to bask in any sunlight that you walk into
4 You sometimes forget to cook your food before you eat it
5 You enjoy the feeling of dirt and often stick you hands into the soil
6 You don't mind having bugs or small animals hitching a ride on you
Nature Soul Features
Sorcerer Level Feature
1st Natural Connection, Wild Appearance
6th Nature Guardian
14th Fey Defense
18th Avatar of Nature

Natural Connection

Starting at 1st level your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In additional you learn your choice of druid spell below but they do not count against your number of spells known. If you later replace these spells, you must replace it with a spell from the druid spell list.

Sorcerer level Spell One Spell Two
1st Animal Friendship Goodberry
3rd Barkskin Enhance Ability
5th Conjure Animals Plant Growth
7th Guardian of Nature
9th Awaken Wrath of Nature

Wild Appearance

Starting at 1st level you have animal or plant features that give proficiency in your choice of perception or survival and you have advantage on perception and survival checks that involve your choice of sight, smell, or hearing. Also at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

d6 Appearance Quirk
1 You have a rabbit like nose and ears
2 You have patches of thick fur and sharp canine teeth
3 You have leaves for hair and leak sap instead of blood
4 You have patches of hard bark in places
5 Your eyes have a unique shape and color
6 Your hair changes depending on the environment you are in

Nature Guardian

At 6th level your connection to the fey give you improved defenses from charms and anything that forces you to change your form. When you make a Saving Throw against any effect that charms or forces you to change form you do so with advantage.

At 7th level you gain the ability to cast Guardian of Nature by spending 4 sorcery points or expending a spell slot. If you cast it by spending sorcery points you do not have to concentrate on the spell.

Once you cast this spell using sorcery points you cannot do so again until after a long rest.

Fey Defense

At 14th level, when a creature makes an attack roll or casts a spell targeting you, your fey connected blood causes you to explode into illusionary magic. With an reaction you can cause the target to make a Charisma saving throw against your spell DC. If the target fails they are charmed by you and you teleport 30 feet away ignoring any damage taken and any other effects. This ability is only used once a target has failed the saving throw.

The target believes that you are still there and can only target the illusion until the end of their next turn. You cannot use this feature until after you finish a long rest.

Avatar of Nature

At 18th level, become so in touch with nature that you become a Avatar of Nature, at the cost of 6 sorcery points for 10 minutes you gain the following; AC cannot be lower then 20, you gain a fly speed of 60 feet, you gain 50 temporary hitpoints, You deal an extra 2d6 force damage once per turn whenever you roll damage dice.

You cannot use this feature again until you finish a long rest.

Page 1 | Subclasses

Fiendish Bloodline

Your bloodline might have been cursed or blessed a fiend, or maybe you some how got into contact with water from the River of Styx but made a recovery from its magic. Either way you now have tainted blood and are now fiendish in nature, your body might change with this new found power or not change at all, but your future children will always carry this blood forever.

Fiendish Bloodline Quirks
d6 Quirk
1 I love deals to a fault, either making them or breaking them
2 I often find myself looking for desperate people to take advantage of
3 I often use flattery when talking to people, only to talk badly about them behind their back
4 I love rules, to follow them or break them
5 I enjoy violence and will often cause others to brawl for my own amusement
6 I forget that I will not reform in the lower planes if I die sometimes
Fiendish Bloodline Features
Sorcerer Level Feature
1st Hellish Appearance, Devilish Charm
6th Infernal Fire I
14th Mantle of Fire, Infernal Flames II
18th Inferno

Hellish Appearance

At 1st level your fiendish blood gives you resistance in your choice of fire, cold, lightning, or poison damage Additionally, parts of your skin are hardened by your heritage. When you are not wearing armor, your AC equals 13 + your Dexterity modifier

In additional you learn one spell of your choice from the list below, but they do not count against your number of spells known.

Sorcerer level Spell One Spell Two
1st Hellish Rebuke Armor of Agathys
3rd Suggestion Enthrall
5th Melf’s Minute Meteors Summon Lesser Demons
7th Compulsion Summon Greater Demons
9th Infernal Calling Geas

Fiendish Charm

Starting at 1st level You can speak, read, and write in your choice of Infernal or Abyssal. Additionally, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.

You learn the friends cantrip, this spell does not count against the number of spells known by you. When you reach 2nd level you can cast this cantrip with 2 sorcery points to cause the target to not be aware of the charm.

Infernal Flames

When you reach 6th level when you deal fire damage you cause it to linger on targets, when you damage a target with a spell that deals fire damage at the cost of 3 sorcery points you can cause the target to catch on fire dealing 1d4 damage at the end of the targets turn until they spend an action to put out the flames or submerge themselves in water.

When you reach 14th level this ability cannot be put out by water or similar affects, and the dice increases to 1d6.

Mantle of Fire

When you reach 14th level whenever you cast a spell of 1st level or higher you are temporarily surrounded by flames that cause creatures in a radius of 10 feet to catch on fire until the end of your next turn. Any target within this radius must make a Dexterity saving throw against your spell DC, on a success the target takes no fire damage and is not caught on fire while on a failure the target is caught on fire taking 1d6 fire damage until the target uses an action to put out the flames. You can use this ability equal to your Charisma modifier (minimum of 1 use) and you regain all uses after a long rest

Inferno

At 18th level your hellish nature allows you to will yourself to explode. As an action you can explode into a 30 foot ball of hellish flame and force targets within the radius to make a Dexterity saving throw against your spell DC. On a success targets take half damage and are not caught on fire, while on a failed save targets take 10d6 fire damage and are caught on fire as if they were hit by your Infernal Flames ability.

The 30 foot radius remains on fire until the start of your next turn and causes targets to be caught on fire if they fail a Dexterity saving throw against your spell DC. You are immune to this feature and regain use of this feature after a long rest.

Page 1 | Subclasses

Feats

This section includes some feats for classes that cast spells or has the Font Of Magic Feature.

Weave Recovery

Prerequisite: Font Of Magic Feature

You have an innate ability to channel your natural healing into power for your spells and vice versa. You gain the following benefits

  • Increase your Charisma or Constitution score by 1, to a maximum of 20
  • When you spend your hit dice you can instead spend one hit dice to roll a d6 and regain a number of sorcery points equal to the result rolled. you can use this feature again once a long rest has been completed.
  • When you have the option to spend a hit dice you can instead spend 4 sorcery points to roll a 1d6 + your Charisma Modifier and recover an amount of Hit Points equal to the roll.
Page 1 | Feats

Creator Notes

bonus spells

I felt like Sorcerer had a problem with not having enough spell choices when it came down to low level play, since the best choices always were the same spells; Mage Armor and Chromatic Orb. Also the lack of spells the Sorcerer can choose from did not help anyone, Divine soul sorcerer fixed this issue by giving one free spell and the entire cleric spell list but that did not help the other subclasses.

By giving each subclass a bonus spell every few levels up to level 9 it allowed the sorcerer to choose spells they would not otherwise pick or give the spell to them for free. Choices for the spells were flavor based however you can talk to your DM about changing the spells to other spells if you wish.

The bonus spells for Divine Soul were cherry picked from the cleric spell list or the cleric Domain spell list unlike the other spell classes. The upcoming subclasses from Tasha's Cauldron of Everything is not included because both Aberrant Mind and Clockwork Soul give spells as you level up.

Metamagic

Careful spell was always a terrible option since it caused you to also damage your teammates unless they had evasion, with the new buff you will not be causing any damage to allies.

The new metamagic options are a mix of other homebrew content and my own ideas, Binding and Contingency Spell were inspired by Noblecrumpet Non-lethal by The Nails

While options like Bright Spell, and Forced Spell are options of my own creation. Bouncy, Infuse, and Accelerated are options that are made from memory and I couldn't find the original creators of. Feel free to change anything but be sure to include a link to this document for content made by me if posted online.

Feats

After coming back to add a few balance changes to some options, I wanted to make some feats based on the sorcerer class. These feats are boosts to casting classing with Innate Font of Power being one free metamagic/1st level spell and Weave Recovery a new option to spend Sorcery Points for Sorcerer.

Changes

This section includes all changes I have made to the document

Metamagic Changes

  • Changed Binding Metamagic to include the same requirements as Twinned Spell and Contingency Spell, since it could be used to mass bind targets allowing for another caster to follow up with another AOE. Would have added a save to avoid the affect but it might cause some frustration.

Subclass Text Changes

  • Clarified some text and rules on both subclasses.

  • Changed Evil Origin for Divine Soul. Locate Creature changed to Blight. this change is from the Death Domain option for NPCS and works way better then Locate Creature.

General Changes

  • Removed Innate Font of Power because of Tasha's adding Metamagic Adept which adds another way to get Metamagic, will add a replacement feat at a later date
Page 1 | Notes and Patchnotes
 

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