Expanded Sorcerer

by LagiaDos

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Expanded Sorcerer

By LagiaDos

Expanded Sorcerer
Level Proficiency Bonus Features Sorcery Points Cantrips Known Spells Known Spell Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorceous Origin, Magical Conduit, Spell Points, Spell Versatility 4 2 4 2
2st +2 Font of Magic, Font of Magic Options 2 4 3 6 3
3st +2 Metamagic, Origin Metamagic, Metamagic Options 3 4 4 14 4 2
4st +2 Ability Score Incrase, Proficiency and Sorcerous Versatility 4 5 5 17 4 3
5st +3 Magical Guidance, Sorcerous Recovery 5 5 6 27 4 3 2
6st +3 Sorcerous Origin Feature 6 5 7 32 4 3 3
7st +3 - 7 5 8 38 4 3 3 1
8st +3 Ability Score Increase 8 5 9 44 4 3 3 2
9st +4 - 9 5 10 57 4 3 3 3 1
10st +4 Extra Metamagic 10 6 11 64 4 3 3 3 2
11st +4 - 11 6 12 73 4 3 3 3 2 1
12st +4 Ability Score Increase 12 6 12 73 4 3 3 3 2 1
13st +5 - 13 6 13 83 4 3 3 3 2 1 1
14st +5 Sorcerous Origin Feature 14 6 13 83 4 3 3 3 2 1 1
15st +5 - 15 6 14 94 4 3 3 3 2 1 1 1
16st +5 Ability Score Increase 16 6 14 94 4 3 3 3 2 1 1 1
17st +6 Extra Metamagic 17 6 15 107 4 3 3 3 2 1 1 1 1
18st +6 Sorcerous Origin Feature 18 6 15 114 4 3 3 3 3 1 1 1 1
19st +6 Ability Score Increase 19 6 15 123 4 3 3 3 3 2 1 1 1
20st +6 Sorcerous trance 20 6 15 133 4 3 3 3 3 2 2 1 1

Spellcasting

1st-level sorcerer feature 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. This font of magic, whatever its origin, fuels your spells. See the final part of this document to see the expanded sorcerer spell list

Cantrips

At 1st level, you know four cantrips of your choice from the expanded sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell 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

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. 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, since the power of your magic relies on your ability to project your will into the world. You use your 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 roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

1st-level sorcerer feature

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Magical Conduit

1st-level sorcerer feature

Your own sorcerous body is a powerful magical conduit, strong enough to allow you to use it as a Spellcasting Focus.

Spell Points

Optional 1st-level sorcerer feature (replaces spell slots)

Instead of using regular slots like other casters, you use the Spell Point Variant Rule (DMG, page 288-289). Additionally, Spell points and Sorcery points are joined in a single resource, used for both Metamagic and Spellcasting. The total of the new resource is the added value of both sorcery points and spell points. With the exception of Metamagics and spellcasting (unless they have a limit), you can't use more spell points in one go than your sorcerer level (such as when using Sorcerous Fortitude)

Origin Spells

1st-level and higher sorcerer feature

Each Sorcerous Origin has a list of spells—its origin spells—that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always have it learned, and it doesn't count against the number of spells you can learn.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Each Origin List can be found at the end of the Document.

Spell Versatility

1st-level sorcerer feature

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Font of Magic

2nd-level sorcerer feature

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 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.

Creating Spell Slots

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Font of Magic Options

2nd-level sorcerer feature

When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.

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

3rd-level sorcerer feature

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 10th and 17th level.

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.

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 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.

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 a creature to make a saving throw to resist its effects, you can spend 3 sorcery points 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 point to cast it without any somatic or verbal components.

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).

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

Origin Metamagic

3rd-level sorcerer feature (enhances Metamagic) When obtaining the metamagic feature, you gain an additional metamagic, determined by your Sorcerous Origin. This metamagic doesn't count towards your maximum learned metamagics, and can't be learned by other means. The list of metamagics can be found at the end of the document, alongside the Origin Spells.

Metamagic Options

3rd-level sorcerer feature (enhances Metamagic)

When you choose Metamagic options, you have access to the following additional options.

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, poison, thunder.

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

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.

Ability Score Improvement

4th-level and higher feature When you reach 4th, 8th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency and Sorcerous Versatility

4th-level and higher feature (enhances Ability Score Improvement)

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). You can also replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

This change represents one of your skills atrophying as you focus on a different skill and the magic within you flowing in new ways

Magical Guidance

5th-level sorcerer feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Recovery

5th-level sorcerer feature

Every time you finish a short rest, you recover Sorcery Points equivalent to your proficency bonus.

Sorcerous Trance

20th-level sorcerer feature

After reachin lvl 20, the magic in your body has grown to the point that it overflows you. As a bonus action, you can release that magic and use it to transform into a form closer to your sorcerous origin. This form last for 1 minute, during wich you gain a series of benefits that varie depending on your sorcerous origin. Once you use this feature, you can't use it again until you finish a long rest

Spell Point Rules

When using the spell point variant rule, you don't have spell slots as usual. Instead, you have a pool of "spell points" that you expend to cast spells. When you use a spell, you expend a number of spell points determined by the spell level. Cantrips don't require spell points to use You can't reduce you spell points to less than 0. When you finish a long rest, you recover all of your spell points.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. At level 19 you can create a second level 6 spell, and at 20, a second level 7 spell You can't create another slot of the same level until you finish a long rest.

Your sorcerer levels determines what your maximum spell points number are. Also, you can't use spell points to cast a spell a level you couldn't normally cast (such as casting a lvl 4 spell at level 3), even if you have enough points to do cast it. The same applies to upcasting.

Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
Spell Level Point Cost
6 9
7 10
8 11
9 13

Origin Spells & Metamagics

Divine Soul

Origin Spells
Sorcerer level Good Evil Neutral
1 Cure Wounds Inflict Wounds Protection from good and evil
3 Prayer of Healing Tasha's Mind Whip Magic Weapon
5 Revivify Animate Dead Magic Circle
7 Aura of Life Blight Polymorph
9 Mass Cure Wounds Cloudkill Teleportation Circle
Sorcerer level Lawful Chaos True Neutral
1 Bless Bane Alarm
3 Zone of Truth Crown of Madness Augury
5 Leomund's Tiny Hut Bestow Curse Dispel Magic
7 Banishment Charm Monster Fabricate
9 Planar Binding Cominate Person Scrying

About Divine soul's alignments and it's spells.

When using a divine soul sorcerer, the alignment of your source of power determines you extra spells. You select the alignment (such as Lawful neutral) and use both tables of it. Your origin can't be of 2 contrary aligment. If your origin is True Neutral, you use the Neutral and True neutral tables. For the Divine Equalizer Metamagic, you select your primary aligment (such as Lawful) upon obtaining your first level on divine soul sorcerer. True neutral is considered Neutral withing the Divine Equalizer

Metamagic: Divine Equalizer

You can expend 2 sorcery point to change the damage of a spell you are casting to necrotic (chaos or evil as primary aligment), radiant (law or good as primary aligment) or force (neutral as primary aligment ). Additionally, if the targets a single crature and said creature is of the contrary aligment of your primary aligment, your attack roll is made with advantage or their saving throw against the spell is done with disadvantage. If your spell involves both an attack roll and a saving throw, you can only apply one effect. If your primary aligment in neutral you must chose 1 aligment as your contrary when gaining this metamagic.

Divine magic Contrary alignment
Good Evil
Evil Good
Chaos Law
Law Chaos

Sorcerous Trance: Celestial Ascension

During your trance you surround yourself with divine energies, transforming into a demigod, and you gain the following benefits depending on the aligment of your source of power:

  • Good: When you use a spell that recovers HP, that spell heals the maximum amount of HP.
  • Evil: You can reroll any damage die from your spells, but you must use the second result.
  • Chaos: Foes at 30 or less feet substract 1d8 to all of their rolls.
  • Law: Allies at 30 or less feet add 1d8 to all of their rolls.
  • Neutral: You gain resitance to necrotic, radiant and force damage.
  • True Neutral: Aberrations, fiends and celestials at 30 or less feet from you have disadvantage on their attack rolls, saving throws and ability checks.

Draconic

Sorcerer level Spell
1 Absorb Elements, Chromatic Orb
3 Dragon's Breath, Shatter
5 Elemental Weapon, Fly
7 Elemental Bane, Summon Elemental
9 Skill Empowerment, Control Winds

Metamagic: Dragon's Fury

When casting a spell that deals damage of the same type of your dragon, you can use 1 sorcery point to ignore resistances to that element for the spell you casted. After level 8 and if you have Elemental Adept of the same element, you also ignore immunities to that damage, treating them as resistances (you don't ignore this resistance) when using this metamagic. If your dragon ancestry's damage isn't on the Elemental Adept list, it's added to it.

Sorcerous Traince: Draconic Embodiment

You unleash the full power of your blood, covering yourself in scales and becoming a dragon. During the trance, you gain the following benefits:

  • Your size becomes large
  • You gain immunity to your element
  • Your AC increases by 2
  • Your flying speed increases to 50 ft.
  • When using a spell that deals the same damage as your element, that spell deals maximum damage.

Shadow

Sorcerer level Spell
1 Cause Fear, Bane
3 Darkness, Blindness/Deafness
5 Animate Dead, Fear
7 Shadow of Moil, Phantasmal Killer
9 Negative Energy Flood, Danse Macabre

Metamagic: Shadowfell's Touch

When casting a non-concentration spell that targets targets one or more creatures, you can expend 3 sorcery points and your bonus action for Darkness to spring forth from one target, as though produced by the Darkness spell, centered on that target of the spell. When casted this way, the sphere of the Darkness sticks on the target, and moves with them. You can see through this darkness, as per the Eyes of the Dark trait.

Darkness springs forth from the target, as though produced by the Darkness spell

Storm

Sorcerer level Spell
1 Thunderwave, Feather Fall
3 Levitate, Shatter
5 Lightning Bolt, Sleet Storm
7 Storm Sphere, Summon Elemental
9 Control Winds, Maelstorm

Metamagic: Roaring storm:

You know the Empowered Spell metamagic. On top of that, when the spell afected by that metamagic is of thunder or lightning damage, 1 damage die deals the maximum result. You can expend 1 extra point to maximize another die, and can do this up to having as many maximized dies as your charisma modifier.

Wild Magic

Sorcerer level Spell
1 Chaos Bolt, Jim's Magic Missile (Color Spray)
3 Fortune's Favor, Crown of Madness
5 Enemies Abound, Blink
7 Conufusion, Compulsion
9 Mislead, Awaken

Metamagic: Wild Spell

When casting a spell that targets a single creature (friend, for or even yourself), you can spend 2 sorcery points to roll a d20. Check the next table to see what effect is added to the spell.

d20 Effect
1 The target emmits light as per the Light spell for 1 minute
2 The target's next saving throw is made with 1d4 added to it
3 The target's next saving throw is made with 1d4 substracted to it
4 The creature gains +1 AC until the start of your next turn
5 The creature loses -1 AC until the start of your next turn
6 The target gets Disguise Self casted on it. You select the disguise
7 The target's next attack roll is done with disadvantage
8 The target's next attack roll is done with advantage
9 The target gains 10 ft added to it's walking speed until the end of your next turn
10 The target recieves 1d6 force damage
11 The target is healed 1d6 hit points
12 The target obtains 10 ft. flight speed until the end of your next turn
13 The target speed(s) are reduced by 10 ft.
14 The target is deafened until the start of your next turn
15 The spell is also casted to 1d4 creatures near the target (from closest to furthest). If the spell requires a saving throw or attack roll, they are resolved normaly.
16 The target is affected by the "Slow" spell until the start of your next turn
17 1d6 CR 0 beasts apear arround you. They ignore the combat and flee from it.
18 You gain 1d8 temporal hit points. If you already have THP, you can add this 1d8 to them
19 The spell isn't casted, instead, you recover 4 sorcery poins
20 The target's aligment is changed to the contrary aligment until the end of your next turn

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Aberrant Sorcerer

Sorcerer level Spell
1 Arms of Hadar, Dissonant Whispers, Mind Sliver
3 Calm emotions, Detect Thoughts
5 Hunger of Hadar, Sending
7 Evard's Black Tentacles, Summon Aberration
9 Rary's Telepathic Bond, Telekinesis

Metamagic: Mind Overload

When you cast a 1st or superior level spell that deals psychic damage and targets a single, you can expend 1 sorcery points to attemp to overload the target's mind and stun it. The creature has to do a Intelligence saving throw against your spell DC or be stunned until the start of it's next turn. The target can't be stunned again until 5- your charisma modifier (minimum of 1) rounds have passed. Targets resistant to psychic damage make this save with advantage. Targets immune to psychic damage or the stunned conditions are unnafected by this Metamagic.

Clockwork Soul

Sorcerer level Spell
1 alarm, protection from evil and good
3 aid, lesser restoration
5 dispel magic, protection from energy
7 freedom of movement, summon construct
9 greater restoration, wall of force

Metamagic: Balancing Scales

When you use a spell that does damage, you can spend 2 sorcery points to change any damage die that rolled below the average value to be increased to the average value instead.

Giant Soul

Sorcerer level Spell
3 Enhance Ability
5 Erupting Earth, Fear
7 Otiluke's Resilet Sphere, Stone Shape
9 Skill Empowerment, Transmute rock

Metamagic: Gigantic Might

When casting a spell, you can use 1 sorcery points to activate your Soul of Lost Ostoria even when you are not using one of your Ordning spells. Also, until your next turn, you gain resistance to slashing, piercing or bludgeoning damage, chosing the type when using the metamagic.

Phoenix

Sorcerer level Spell
1 Hellish rebuke, Feather Fall
3 Aganazzar's Scorcher, Continual Flame
5 Revivify, Aura of Vitality
7 Wall of fire, Fire Shield
9 Raise dead, Immolation

Metamagic: Judgment of the flames

When you cast a fire spell that targets a single creature, you can spend 2 sorcery points to have that spell deal an additional 2d6 fire damage. You can cause fire to leap from the target to a different creature of your choice that you can see within 15 feet of it. The new target takes 2d6 + your charisma modifier as fire damage.

Pyromancer

Sorcerer level Spell
1 Burning hands, Chromatic orb
3 Scorching Ray, Flaming Sphere
5 Fireball, Call Lightning
7 Elemental Bane, Wall of fire
9 Immolation, Control Winds

Metamagic: Baptism of fire

When casting a spell that deals any damage other than fire, you can expend 1 sorcery point to change the damage to fire. For the next minute, you can do this change of damage without using sorcery points.

Sea

Sorcerer level Spell
1 Create or destroy water, Earth Tremor
3 Calm Emotions, Darkvision
5 Water Walk, Wall of Water
7 Watery Sphere, Ice Storm
9 Cone of Cold, Control Winds

Metamagic: Through the Maelstrom

When you cast a spell that deals damage, you can use 1 sorcery point to change it's damage to cold or lightning damage. If the spell targets a single creature, you can alternatively push him 5 ft away from you.

Stone Sorcerer

Sorcerer level Spell
1 Compelled duel, Searing Smite, Thunderous Smite, Wrathful Smite
3 Branding Smite, Magic Weapon
5 Blinding Smite, Elemental Weapon
7 Staggering Smite
9 Wall of stone

Metamagic: Stone Ocean

When you use a spell that targets a single creature that is 30 or less feet away from you, you can use 1 Sorcery Point to teleport to an unoccupied space you can see within 5 feet of that creature, as long as both of you are in the same surface. You can use your bonus action to do a single weapon attack against that creature. At level 6 you deal 1d10 extra force damage with that attack. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

About Homebrew Subclasses

In this document I have only added Origin Spells and Metamagics for Oficial content (even if it's UA). If you are using this rules with a HB subclass, I heavily suggest creating your own Origin Spell List and Origin Metamagic. Making the Spell List is easy, but the Metamagic, not so much. If creating a custom one is becoming difficult, I suggest just giving an already made metamagic for free. Also, if that HB is very similar to an already done subclass, using the already done spell list and metamagic is a good idea too.

About Dunamancy and Aquisitions Incorporated Spells

Some of those spells are in this lists are from Explorer's Guide to Wildermount and Aquisitions Incorporated. This books are in a weird grey zone between 1st and 3rd party, If you want to use anything from those, I advice asking your GM first to see if he allows it.

Expanded Spell List

Cantrips
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thaumaturgy
  • Thunderclap
  • True Strike
Level 1
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Distort Value
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Gift of Alacrity
  • Grease
  • Ice Knife
  • Illusory Script
  • Jim's Magic Missile
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Misile
  • Magnify Gravity
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Snare
  • Tasha's Caustic Brew
  • Tasha's Hideous Laugther
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
Level 2
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Flame Blade
  • Flaming Sphere
  • Fortune's Favor
  • Gift of Gab
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Immovable Object
  • Invisibility
  • Jim's Glowing Coin
  • Knock
  • Levitate
  • Locate Object
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Skywrite
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Warding Wind
  • Web
  • Wristpocket
Level 3
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fast Friends
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intelect Fortress
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Major Image
  • Melf's Minute Meteors
  • Motivational Speech
  • Nondetection
  • Phantoom Steed
  • Protection from Energy
  • Pulse Wave
  • Sending
  • Sleet Storm
  • Slow
  • Spirit Shroud
  • Stinking Cloud
  • Summon Lesser Demons
  • Summon Fey
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
Level 4
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Evard's Black Tentacles
  • Fire Shield
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilent Sphere
  • Phantasmal killer
  • Polymorph
  • Sickening radiance
  • Stoneskin
  • Storm Sphere
  • Summon Greater Demon
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Vitriolic Spher
  • Wall of fire
  • Watery Sphere
Level 5
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Creation
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Person
  • Immolation
  • Mislead
  • Modify
  • Negative Energy Flood
  • Passwall
  • Rary0s Telephatic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Summon Celestial
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
Level 6
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Disintegrate
  • Drawmij's Instant Summons
  • Eyebite
  • Flesh to Stone
  • Globe of invulnerability
  • Gravity Fisure
  • Guards and Wards
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prision
  • Move Earth
  • Otiluke's Freezing Sphere
  • Otto's Irresistible Dance
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Sunbeam
  • Summon Fiend
  • Tasha's Otherwordly Guise
  • Tenser's Transformation
  • True Seeing
  • Wall of ice
Level 7
  • Crown of Stars
  • Delayed Blast Fireball
  • Dream of the blue veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Tether Essence
  • Whirlwind
Level 8
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Dark Star
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Reality Break
  • Sunburst
  • Telepathy
Level 9
  • Astral Projection
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Ravenous Void
  • Shapechange
  • Time Ravage
  • Time Stop
  • True Polymorph
  • Weird
  • Wish
Regarding Dunamancy and Aquisitons Incorporated Spells

Both the School of dunamancy and the AI spells are in a weird line between 3rd and 1rst party. Some of those spells have been added here, but your DM might not allow it. Those spells are marked like this, and if any spell is in a origin spell list, you'll have an alternative for them in a parenthesis. Example: Sapping Sting (Firebolt)

Credits

/tg/ and r/dndnext for some ideas. The Lynx Reviewer and Arcancer Discord Servers for feedback and ideas. And my friend "B" for some feedback too.

Content used

WOTC's UA (Class Feature Variants, UA 51: Giant Soul, UA 29: Sorcerer), Plane Shift Kaladesh, pretty much every WOTC Splatbook

Other information

Current Version: 1.0 Future plans: Change capstone (1 use trance with extra powers), various tweaks. Add images and "prettyfy it" once everything done. Hacer las metamagias mas "metamagias"

Changelog

1.1: Changed storm sorcerer Metamagic. Changed Clockwork Soul metamagic. Changed Divine soul metamagic. Changed Wild Magic Metamagic. Added Class features table. Changed sorcerous recovery. Added Spell Point Rules

1.0: Created origin spell list and origin metamagic for every subclass. Combined variant rules from the UA's and Tasha's. Added Spell Point Variant rules. Expanded Spell list.