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## 5e Improvements ### ### Class
| Level |Class Features |Socerery Points (Stronger) |Socerery Points (Weaker) |:---:|:---:|:---:|:---:| | 1st | Spellcasting, Spell Versatility, Sorcerous Origin | 0 (+0) | 0 (+0)| | 2nd | Font of Magic, Sorcerous Fortitude, Innate Incarnation, Empowering Reserves | 2 (+0)| 2 (+0) | | 3rd | Metamagic, Metamagic Options, Metamagic Combinations | 3 (+0) | 3 (+0) | | 4th | Ability Score Increase | 4 (+0) | 4 (+0)| | 5th | - | 6 (+1) | 6 (+1)| | 6th |Imbuing Touch, Sorcerous Origin Feature | 7 (+1) | 7 (+1)| | 7th | - | 9 (+2) | 8 (+1)| | 8th | Ability Score Increase | 10 (+2) | 9 (+1)| | 9th | - | 12 (+3) | 11 (+2)| | 10th | Metamagic | 13 (+3) | 12 (+2)| | 11th | - | 15 (+4) | 13 (+2)| | 12th | Ability Score Increase | 16 (+4) | 12 (+2)| | 13th | - | 18 (+5) | 16 (+3)| | 14th | Sorcerous Origin Feature | 19 (+5) | 17 (+3)| | 15th | - | 21 (+6) | 18 (+3)| | 16th | Ability Score Increase | 22 (+6) | 19 (+3)| | 17th | Metamagic | 24 (+7) | 21 (+4)| | 18th |Sorcerous Origin Feature| 25 (+7) | 22 (+4)| | 19th | Ability Score Increase| 27 (+8) | 23 (+4)| | 20th |Sorcerous Supremacy | 28 (+8) | 24 (+4)|
##### (No Further Changes to the Sorcerer Table) ### ##### **Key** Purple- Added or Changed text Black*-Completely Reworked feature \columnbreak ## 5e Improvements ### ### Class #### Font of Magic *(2nd-level Sorcerer feature)* **Increased Sorcery Points (stronger)** You have 2 sorcery points, you gain one additional Sorcerer point for every Sorcery level you gain, and an additional point for each odd Sorcerer level you gain starting at level 5 (stronger version). All changes are listed in the table. **Increased Sorcery Points (weaker)** You have 2 sorcery points, you gain one additional Sorcerer point for every Sorcery level, and an additional soccer point when your point Sorcerer level reaches level 5, 9, 13, and 17th level (weaker version). All changes are listed in the Sorcerer Class table. **Sorcery Points** When you finish a long rest the you regain all expended Sorcery Points. The maximum amount of Sorcerer points allowed is equal to the amount listed in the table. #### Font of Magic **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 *(6th-level Sorcerer feature)* As an action, you can touch one non-magical 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 non-magical attacks. #### Sorcerous Supremacy* *(20th-level Sorcerer feature)* Your ancestors have the ultimate ability to pull from the threads of ancient power and the weave together allowing you transfer and twist spells with simple gestures of your influence. You gain the following features. * **Power:** Whenever you cast a spell you may expend a use of this feature. If the spell is of 4th Level or lower you may use a Metamagic you know on the spell, without using any Sorcery Points, you can still use other metamagic with the if you could so normally. * **Pawn:** When you use your bonus action to convert a spell slot into Sorcery Points . You may expend a use of this feature. You now convert a spell into Sorcery Points you gain double the amount of Sorcery Points up to a maximum equal to your Charisma modifier (minimum of 1). \pagebreak * **Profit:** When you use your bonus action to convert Sorcery Points into an expended Spell slot. You may expend a use of this feature. Now when you convert Sorcery points into a Spell slot you gain an additional spell lower than then the one you created (minimum of 1st level). You can use this feature four times, but you cannot use the same feature more than twice in the span of a long rest. You regain all expended uses after completing long rest. ## 5e Improvements ### ### Metamagic Changes #### Metamagic *(3rd-level Sorcerer feature)* 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 two more at 10th and 17th level.
#### Metamagic Direct Changes **Chromatic Spell (New)**
When you cast a spell that deals one or more types of damage from the following list you spend 1 sorcery point to change as many of those damages to another damage type, as long as they all share this same list: acid, cold, fire, lighting, poison or thunder.
### **Heightened Spell** When you cast a spell that forces a creature to make a saving throw to resist its effects,
you can spend sorcery points equal to half the spell's level (minimum of 1) to give one target of the spell disadvantage on its first saving throw made against the spell.
### **Seeking Spell** If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. ### #### Metamagic Combinations *(3rd-level Sorcerer feature)* Certain metamagic can now be combined with other's when you cast a spell. I have split Metamagic into three tiers. * **Tier 1 (Red):** This allows the mentioned metamagic to be used with any other metamagic option, the metamagic options were previously specified in the PHB or TCoA thier use with other metamagic options and include the *Empowered spell* and *Seeking spell* * **Tier 2 (Purple)** This allows mentioned metamagic to be used with all Tier 1 and and Tier 2 metamagic options are have the most amount of options. *Careful, Chromatic, Distant, Heightened and Subtle* metamagic options. * **Tier 3 (Red)** This allows metamagic to only include Tier 1 metamagic, and includes some of the indiviudaly strongest options or those options with a highier power level if unchecked. This includes *Extended, Quickend* and *Twinned* metamagic options. Linked below is a color coded table of all the metamagic options. [Metamagic Combinations](https://docs.google.com/document/d/1h-3Bi24zVqxAV26jI_0R9ZKoJOl68nAkNwHeIkNR7lU/edit?usp=sharing) ## 5e Improvements ### ### Spellcasting #### Spellcasting Enhancement *(1st-level Sorcerer feature)* The following spells are added to the Sorcery spell list. |Spell Level| Spell Name | |:---:|:-----------| |Cantrip | ***Sapping Sting*** | |1st Level | ***Grease, Frost Fingers, Magnify Gravity, Protection from Evil and Good*** | |2nd Level | ***Flame Blade, Flaming Sphere, Magic Weapon, Protection from Poison*** | |3rd Level | ***Bestow Curse, Life Transference, Nondetection, Vampiric Touch*** | |4th Level | ***Fire Shield, Locate Creature, Summon Aberration*** | |5th Level | ***Mislead, Legend Lore*** | |6th Level | ***Flesh to Stone, Gravity Fissure*** | |7th Level | ***Project Image*** | |8th Level | ***Antimagic Field, Demiplane*** | |9th Level | ***Blade of Disaster, Foresight*** | #### 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. #### Innate Incantation *(2nd-level Sorcerer feature)* Your bloodline amplifies your flourishing magic. You become a spell focus for the purposes of casting Sorcery spells gained by the Sorcerer Spellcasting feature. You may choose a *cantrip* gained by the Sorcery Spellcasting feature and can cast it without the use of components. \pagebreak ## 5e Improvements ### ### Subclass Changes ##### Sorcerous Origin: Draconic Sorcerer #### Dragonic Ancestor (any) *(1st-level Sorcerous Origin feature)* You can speak, read and write Draconic. If you already know this language you can pick Celsital, Giant, Primordial, Infernal or Sylvan instead. Additionally you double your proficiency on all Wisdom and Charisma ability checks when interacting with any dragon type creature.
#### Dragonic Deviation* *(6th-level Sorcerous Origin feature)* When you or a creature within 30ft of you takes damage that matches your *Draconic Ancestry*. You may spend 1 or more Sorcery points and cast the *Absorb Elements* spell as reaction, choosing one willing creature within 30ft of you. You cast the spell at a level equal to the Sorcery points spent, and you may only do so only at a level you can cast it normally. When you cast a spell that deals your *Draconic Ancestry* damage, you can add your Charisma modifier (minimum of 1) to one damage roll of the spell. #### Dragon Form *(14th-level Sorcerous Origin feature)* You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn.
. When active on your turn you can fully extend your wings freely, until your next turn, you count as one size larger creature for the purposes of grappling a creature, saving throws against spells and other magical effect, and as well as determine your carrying capacity and the weight you can push, drag or lift.
They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. #### Draconic Presence *(18th-level Sorcerous Origin feature)* You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.
For 1 minute. You halve the damage matching your *Draconic Ancestry*, In addition when you take matching damage of your element from a hostile creature with harmful intent, you regain 1 expended Sorcery point. Also each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you choose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for the next hour.
##### (No Further Changes to the Draconic Sorcerous Origin) ### #### Sorcerous Origin: Wild Magic #### Wild Magic Surge* *(1st-level Sorcerous Origin feature)* Your spellcasting can unleash surges of untamed magic. When you cast a sorcerer spell of 1st level or higher, you roll a D20. If you roll a 1, roll on the *Wild Magic Surge Table* to create a random magical effect this effect is applied after the spells effects and damage are resolved. A Wild Magic Surge can only happen once per turn. If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. A spell that requires concentration cast in this is specified if it is required any more. ### I've made a revised Wild Magic Surge Table linked below. The changes limit the more drastic effects and stop you from TPK'ing your party. [Revised Wild Surge Table](https://docs.google.com/spreadsheets/d/10JghGylCLWnqBfhLwAuj4SFSmx9pRRieZfYZNwOH7e4/edit?usp=sharing) #### Tide of Choas* *(1st-level Sorcerous Origin feature)* You can manipulate the forces of chance and chaos. When you make an attack roll, ability check, or saving throw but before you know the result. Roll another D20, you then may choose which D20 to use for the result. Once you use this feature you cannot do so until you either finish a long rest before or until a roll on your *Wild Surge Table* matches the total result you rolled. After you use this feature whenever you roll a D20 for *Wild Magic Surge*. If the roll is a 1. The new required total equals 1+ your Charisma modifier (minimum of 1). Whenever you cause a *Wild Magic Surge* you may choose to reset it back to a 1. When you complete a long rest the roll required is rest back 1. #### Chaos Conduit* *(6th-level Sorcerous Origin feature)* You can weave and twist the ever-churning chaos manifesting within you. Whenever you would create a *Wild Magic Surge* you may use your reaction and spend 3 Sorcery points and choose a new target you can see within 30ft of you. You may use this ability before you know the result of the *Wild Magic Surge Table* and spend 2 Sorcery Points instead. If that creature is unwilling they may make a Charisma saving throw against your spell save, on a success the target isn’t shifted and they become immune to this feature for 24 hours. On a failure the target becomes the origin and controller of any effect you would instead be in control of. \pagebreak ## 5e Improvements ### ### Subclass Changes #### Controlled Chaos *(14th-level Sorcerous Origin feature)* You gain a modicum of control over the surges of your wild forces.
Whenever you roll to determine a *Wild Surge* when casting a spell you may roll twice, and take the lowest result
. Additionally whenever you roll on the *Wild Magic Surge Table*, you can roll twice and may use either number.
Once per long rest you may add your Charisma modifier to the result of *Wild Surge Magic Table* increasing the total (maximum of 100).
#### Spell Bombardment* *(18th-level Sorcerous Origin feature)* The harmful energy of your spells intensifies. Allowing uncontrolled bursts of magic. Whenever you cast a spell that deals damage you may add an additional damage dice to the spell, matching the spells damage whenever one or more of the following effects happen. * When you roll the highest number possible on any of the dice. * When you roll a spell attack roll and you roll a critical hit. * Whenever you *Wild Surge* from casting a spell. You may only add one additional dice from each condition (maximum of 3) this way even if the same effect happened more than once.