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# Jacob's Sorcerer Fixes This is a collection of feature changes or additions to the Sorcerer class to bring it to where it should be, and to solve a few problems the RAW class has. The main changes include: additional spells learned based upon sorcerous origin, additional metamagics learned, additional or modified metamagics, use and quantity of sorcery points, and an overhaul of the capstone ability. This document also includes a rework of the Phoenix Soul sorcerous origin, because fire is cool, and material from other *Unearthed Arcana* releases. ## Sorcerous Origin Spells Sorcerer's need more spells known per level, it's that simple. Using the charts below, you will gain additional spells at certain levels. They count as sorcerer spells for you if they are not, and they don't count against your total number of spells known. ### Draconic Bloodline Origin | Sorcerer Level | Origin Spells | |---|---| 1st | Detect Magic, Speak with Animals 3rd | Dragon's Breath, Continual Flame 5th | Fear, Wind Wall 7th | Polymorph, Fire Shield 9th | Dominate Person, Legend Lore ### Wild Magic Origin | Sorcerer Level | Origin Spells | |---|---| 1st | Color Spray, Find Familiar 3rd | Misty Step, Nystul's Magic Aura 5th | Counterspell, Call Lightning 7th | Confusion, Illusory Terrain 9th | Synaptic Static, Modify Memory ### Divine Soul Origin | Sorcerer Level | Origin Spells | |---|---| 1st | Healing Word, Heroism 3rd | Enhance Ability, Prayer of Healing 5th | Revivify, Aura of Vitality 7th | Blight, Compulsion 9th | Dawn, Reincarnate \columnbreak ### Shadow Magic Origin | Sorcerer Level | Origin Spells | |---|---| 1st | Sleep, Arms of Hadar 3rd | Invisibilty, Silence 5th | Nondetection, Animate Dead 7th | Shadow of Moil, Evard's Black Tentacles 9th | Cone of Cold, Danse Macabre ### Storm Sorcery Origin | Sorcerer Level | Origin Spells | |---|---| 1st | Thunderwave, Fog Cloud 3rd | Gust of Wind, Skywrite 5th | Lightning Bolt, Elemental Weapon 7th | Storm Sphere, Elemental Bane 9th | Maelstrom, Destructive Wave ### Phoenix Soul Origin | Sorcerer Level | Origin Spells | |---|---| 1st | Burning Hands, Faerie Fire 3rd | Pyrotechnics, Continual Flame 5th | Daylight, Life Transference 7th | Wall of Fire, Fire Shield 9th | Immolation, Flame Strike ### Aberrant Mind Origin The Aberrant Mind origin actually already includes additional spells via the *Psionic Spells* 1st level feature. ## Improved Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. #### Sorcery Points You have a number of sorcery points equal to your sorcerer level plus your proficiency number; your total amount of sorcery points at any point cannot exceed that number. You regain spent sorcery points equal to your Constitution modifier when you finish a short rest, and you regain all spent sorcery points when you finish a long rest. Additionally, you regain 1 sorcery point per hit dice expended on a short rest, up to your proficiency modifier. \pagebreak #### Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. ***Converting Spell Slots and Sorcery Points*** As a bonus action on your turn, you can either transform unspent sorcery points into spell slots, or vice versa. The cost for doing so is detailed in the table below. **You can only create spell slots of 5th level or lower.** |Spell Slot level | Sorcery Point value | Spell Slot level | Sorcery Point value | |---|---|---|---| **1st** | **2** | *6th* | *9* **2nd** | **3** | *7th* | *10* **3rd** | **5** | *8th* | *11* **4th** | **6** | *9th* | *13* **5th** | **7** #### Empowering Reserves When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. #### Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. #### Sorcerous Fortitude As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. ## Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice, you gain another one at 5th, 10th, 13th, and 17th level. Whenever you gain a sorcerer level, you can choose one of your Metamagic options and replace it with another one. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### 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 those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### Improved Careful Spell *Requires Careful Spell Metamagic* When you use Careful Spell, you can protect a number of creatures equal to 3 times your Charisma modifier, and they take no damage if they would normally take half damage on a successful save. #### 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. #### Elemental Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder. #### Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. #### Expanded Spell When you cast a spell with an area of effect, you may spend a number of sorcery points up to your Charisma modifier. For each point spent, you may increase one dimension of the area by 10 feet. #### 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. You can use Extended Spell even if you have already used a different Metamagic option during the casting of the spell. #### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give each 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. #### Improved Quickened Spell *Requires Quickened Spell Metamagic* You are able to cast a spell of 1st level or higher as both an action and a bonus action on the same turn. To do so, the 2nd spell cast can be up to 3rd level, and when it is cast, you must spend a number of sorcery points of equal value to expended spell slot, as according to the Flexible Casting table. #### Seeking Spell When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. \pagebreak #### Subtle Spell When you cast a spell, you may spend 1 sorcery point to cast it without any somatic or verbal components. #### Improved Subtle Spell *Requires Subtle Spell Metamagic* When you use a Metamagic in the casting of a spell, you may also use Subtle Spell. #### Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). #### Unerring Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell. #### Bloodline Spell *Requires Draconic Bloodline origin* When you cast a spell that deals the damage type associated with your Draconic Ancestry, you may spend 1 sorcery point to gain advantage on any attack rolls made for the spell. #### Chaotic Spell *Requires Wild Magic origin* When you cast a spell of 1st level or higher, you may spend 1 sorcery point to activate a Wild Magic Surge. #### Restorative Spell When you would roll one or more dice to restore hit dice with a spell, you may spend a number of sorcery points equal to your Charisma modifier. For every sorcery point spent, you may treat one dice rolled as it's highest value. #### Condemning Spell *Requires the Shadow Magic origin* You may spend 2 sorcery points to cast the spell *Hunter's Mark* #### Booming Spell *Requires the Storm Sorcery origin* When you cast a spell that creates an audible noise, you may spend 1 sorcery point to make the noise audible from twice or half the distance. #### Divine Flame *Requires the Phoenix Soul origin* When you cast a spell that deals fire damage, you may spend 1 sorcery points to change the damage type to radiant, adding bonuses as if it were fire damage. \columnbreak #### Reaching Spell *Requires the Aberrant Mind origin* When you cast a spell with range of touch or self, you may spend 1 sorcery point to cast it on or centered on the creature targeted by your **Invasive Thoughts** feature. ## Sorcerous Affinity At 20th level, you have become attuned to the magical energy coursing within you. You gain +4 Charisma, to a maximum of 24. At the beginning of your turn, you regain sorcery points up to your Constitution modifier. # Phoenix Soul Origin Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. ### Phoenix Soul Quirks | d8 | Quirk | | --- | --- | 1 | You absentmindedly create small fires that quickly flicker away within your personal space. 2 | You cackle like a fiend when you unleash your fire spells. 3 | You admire fire, even if it burns your friends. 4 | You are covered in burns that mark the first time your power manifested. 5 | You like your food completely charred. 6 | You are brave to the point of recklessness. 7 | You are afraid of the dark, and are only comfortable in at least dim light. 8 | You insist on seeing hte sun rise and set each day, \pagebreak ## Ignite At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand — an object such as a torch, a piece of tinder, or the hem of drapes. When you cast a cantrip that does fire damage, you may add your Charisma modifier to the damage dealt. ## Mantle of Flames Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: * You shed bright light in a 30-foot radius and dim light for an additional 30 feet. * Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack or if it touches you. * Whenever you expend a spell slot to cast a spell that deals fire damage, you may add you Charisma modifier to the roll. You can use this feature a number of times equal to your Constitution modifier. You regain any expended uses when you finish a long rest. You may also spend 3 sorcery points as a bonus action to activate this feature without expending a use. ## Blazing Revival Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. Until the end of your next turn, creatures cannot make opportunity attacks against you, as you are surrounded by a cloud of ash. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. You may also expend and roll a number of hit dice equal to your Constitution modifier, and regain hit points equal to the total. Once you use this feature, you can’t use it again until you finish a long rest. ## Resilient Flames Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier. In addition, your restorative powers increase in potency. If you would be killed outright by an attack or effect, the effects of your Blazing Revival will occur at the end of what would have been the end of your next turn. ## Form of the Phoenix At 18th level, you have finally mastered the spark of fire that dances within you. * As an action, you may sprout flaming wings, granting you a flying speed of 40 ft. * You have advantage on death saving throws. * While under the effects of your Mantle of Flames feature, you have resistance to all damage types. * Whenever you activate your Blazing Revival, it deals an additional 20 fire damage to each creature.