Origin Metamagic: An Alternative to Origin Spells

by PixelEngine

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Sorcerer Rule Variant

Origin Metamagic


This document offers rules for tweaking sorcerer origins in your game to enhance the character of each option, and to offer a distinctly sorcerous path to closing the percieved power gap between the class and other full caster classes in D&D 5th Edition.

The Case Against Origin Spells

I have never liked the popular sorcerer 'fix' of Origin Spells. The concept has always seemed like an unsteady crutch. It feels lifted from the rangers of XGtE and shoehorned into the existing structure of a very different class. On the surface, the idea looks fine, and it certainly alleviates that old ache about low spells known. I completely understand the reasoning behind the design direction, and if that is how you would rather play at your table, then that is entirely your call and I wish you all the fun in the world.

My own issues hinge primarily on two points:

1. I simply don't believe you need to know more spells in order to have more fun as a sorcerer. Every spell is a very substantial feature in itself. Spells known are not the problem: they are pointing towards the distinguishing identity of the class. Origin Spells misses this. Leading to my second point...

2. Origin Spells, in my opinion, only serve to further highlight the gap between the sorcerer and the wizard by focusing on the number of spells as the key element of 'competition'. The concept attempts to address perceived issues with the sorcerer by handing it one laced up shoe and asking it to play the same sport as the swiss-army caster. The result is ultimately unsatisfying: without a ludicrously expansive list of Origin Spells, you will still always be behind the wizard in terms of sheer spell versatility. And you have gained nothing that really makes the sorcerer stand out on its own. Instead, any 'fix' to the power curve of class should lean into the unique identity of the sorcerer.

So, what is that identity? Metamagic. Take your relatively low number of spells, and command them utterly. Change their very fabric to use them more effectively, and in more ways, than anyone else could. Focus on them. Find your niche, and lean into it.

And we already have pretty much all we need to do this.

Basic Premise

By treating the sorcerer's Metamagic feature, rather than spells themselves, as the primary source of the class's strength and unique identity, we can expand both the versatility ad power of the sorcerer on its own terms.

Instead of offering each Sorcerous Origin an expanded list of spells known, we assign each option its own metamagic that assists in the realization of its theme or playstyle.

The 3rd level Metamagic feature itself needs only a small amount of added wording to signpost the change. Borrowing from how cleric domains do it with Channel Divinity, we then grant each origin a guaranteed metamagic at 3rd level tied to its theme.

Feature Template

Metamagic [updated]

At 3rd level, you gain the ability to twist your spells to suit your needs. You start with three Metamagic options: one option determined by your origin, and two of the following options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Origin Metamagic

The source of your power influences how magic flows through and is focused by your body. At 3rd level, you gain the [associated Metamagic option].


Optional addition
You can use this Metamagic option once per [short/long] rest without expending sorcery points.

Benefits

  • By granting every origin a free metamagic that is either a) useful or b) at the least very fitting, we ease the opportunity cost of the main feature. Another common complaint against the sorcerer is the limited number of times you can choose metamagic, and therefore how often the cool-but-not-optimal options are left by the wayside. By granting Origin Metamagic, the burden of choice is made 50% lighter from the off.
  • Unlike an expanded spell list, which gates certain goodies behind each origin, this method is a tide that raises all ships. Origin Metamagic offers a tailored 'gimme', but you still gain the options to customize from there. It is intended to support the overall feel of the class, rather than individually and selectively boost each subclass. New Metamagic options could be built to exemplify a certain origin, but still be chosen by others.
  • Multiple origins could share the same Origin Metamagic if it was fitting. It's simply a free toy from the box.
  • Because versatility = power, this simple change has already boosted the sorcerer. However, the choice is yours at the table to offer even more oomph if you wish. Allow a sorcerer to use their Origin Metamagic once per long, or maybe even short, rest without expending sorcery points to further encourage the feeling of mastering their magical birthright.
Sorcerer Rule Variant | Origin Metamagic

Examples

I set a limit of 1 sorcery point for these example options assigned with Origin Metamagic. The choices are my own, and the most fitting option for each origin is up for debate. A table choosing to make use of this variant rule is free to make their own interpretations of theme and playstyle to find a satisfying fit.

'Clockwork Soul (UA)' Origin Metamagic

The order-driven nature of your power applies an organised precision to your magic. At 3rd level, you gain the Careful Spell Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

'Divine Soul' Origin Metamagic

The divine source of your power creates magics more enduring than that of most mortals. At 3rd level, you gain the Extended Spell Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

'Draconic Bloodline' Origin Metamagic

Your lineage confers great influence over the flow of elemental magic within you. At 3rd level, you gain the Elemental Spell [UA] Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

'Psionic Soul/Aberrant Mind (UA)' Origin Metamagic

Your incredible mental powers allow you to cast your magic through methods unseen and unknown by other creatures. At 3rd level, you gain the Subtle Spell Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

'Shadow Magic' Origin Metamagic

The shadows are yours to dwell within: others cannot find their refuge from your sight within them. At 3rd level, you gain the Seeking Spell [UA] Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

'Storm Sorcery' Origin Metamagic

The power within you harkens back to the boundless seas and skies: your magic journeys far and fast. At 3rd level, you gain the Distant Spell Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

'Wild Magic' Origin Metamagic

The magical power within you is forever surging, its unpredictability matched by its unbridled energy. At 3rd level, you gain the Empowered Spell Metamagic option.

You can use this Metamagic option once per long rest without expending sorcery points.

Credits

Concept and write-up by u/Pixel_Engine

Sorcerer Rule Variant | Origin Metamagic
 

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