My Documents
Become a Patron!
# D&D 5e Tweaks & Fixes ## Sorcerer Revised v1.0 By KireExion (a.k.a, u/Kire-Ikasu) ### Preface This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are simply to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game. Use as many or as little of these revisions as you like while keeping the overall balance of your game in mind. The Dungeon Master has final say on whether or not any of this material can be implemented into your game. ## Base Class Features **Source:** Player's Handbook. * **Spellcasting:** *Improved* * **Metamagic:** *Improved* * **Sorcerous Restoration:** *Re-Written & Relocated* * **Metamagic Mastery:** *Added* ### Spellcasting *(Improved 1st level 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. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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, **whenever you finish a long rest** or 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. \columnbreak ### Magical Guidance *(feature relocated to 2nd level)* 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 Restoration *(Re-written feature relocated to 3rd level)* At 3rd level, your innate connection to magic allows you to regain some of your arcane energy when resting. **You can recover a number of sorcery points equal to your proficiency bonus on a short rest**. Once you've recovered sorcery points this way, you can't do so again until you finish a long rest. ### Metamagic *(Improved 3rd level 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 at **6th,** 10th, **14,** and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. ### Metamagic Mastery *(Replaces 20th level feature)* At 20th level, your control over Metamagic has been honed to the point of mastery, granting you greater influence over the spells you cast to alter them at will. You gain the following benefits: * Your body can be used as a spellcasting focus for your sorcerer spells. * You can apply **one additional Metamagic option to a spell** as long as you have the sorcery points to do so and the spell meets the requirements for Metamagic. * If you start your turn with less than 3 sorcery points remaining, you immediately regain 1 sorcery point. \pagebreak ## Divine Soul **Source:** Xanather's Guide to Everything. * **Divine Magic:** *Added* * **Favored by the Gods:** Unchanged * **Empowered Healing:** Unchanged * **Angelic Form:** Unchanged * **Unearthly Recovery:** Unchanged ### Divine Magic *(Improves 1st level "Sorcerous Origins" feature)* Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting You also learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table as well as the Divine Source Spells as determined by the affinity for the source of your divine power: good, evil, law, chaos, or neutrality. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the cleric spell list. #### Divine Spells ##### All Affinities | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Guiding Bolt*** | | 3rd | ***Spiritual Weapon*** | | 5th | ***Spirit Guardians*** | | 7th | ***Guardian of Faith*** | | 9th | ***Flamestrike*** | \columnbreak ##### Good Affinity | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Cure Wounds*** | | 3rd | ***Aid*** | | 5th | ***Mass Healing Word*** | | 7th | ***Aura of Purity*** | | 9th | ***Summon Celestial*** |
Kire Exion | Sorcerer Revisions
##### Evil Affinity | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Inflict Wounds*** | | 3rd | ***Hold Person*** | | 5th | ***Animate Dead*** | | 7th | ***Banishment*** | | 9th | ***Contagion*** | ##### Law Affinity | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Bless*** | | 3rd | ***Calm Emotions*** | | 5th | ***Remove Curse*** | | 7th | ***Locate Creature*** | | 9th | ***Greater Restoration*** | ##### Chaos Affinity | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Bane*** | | 3rd | ***Silence*** | | 5th | ***Dispel Magic*** | | 7th | ***Freedom of Movement*** | | 9th | ***Insect Plague*** | ##### Neutral Affinity | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Protection from Evil and Good*** | | 3rd | ***Lesser Restoration*** | | 5th | ***Revivify*** | | 7th | ***Death Ward*** | | 9th | ***Dispel Evil and Good*** | \pagebreak ## Draconic Bloodline **Source:** Player's Handbook. * **Draconic Magic:** *Added* * **Draconic Resilience:** Unchanged * **Elemental Affinity:** Unchanged * **Dragon Wings:** Unchanged * **Draconic Presence:** *Improved* ### Draconic Magic *(Improves 1st level "Sorcerous Origins" feature)* You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table as well as the Ancestral Spells as determined by the type of your Dragon Ancestor. Damage from your Ancestral Spells count toward your Elemental Affinity feature. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an enchantment spell from the sorcerer, warlock, or wizard spell list. #### Draconic Spells ##### All Bloodlines | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Charm Person*** | | 3rd | ***Dragon's Breath*** | | 5th | ***Fear*** | | 7th | ***Elemental Bane*** | | 9th | ***Dominate Person*** | ##### Black / Copper | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Caustic Brew*** | | 3rd | ***Acid Arrow*** | | 5th | ***Slow*** | | 7th | ***Vitriolic Sphere*** | | 9th | ***Insect Plague*** | \columnbreak ##### White / Silver | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Ice Knife*** | | 3rd | ***Snowball Swarm*** | | 5th | ***Sleet Storm*** | | 7th | ***Ice Storm*** | | 9th | ***Cone of Cold*** |
Kire Exion | Sorcerer Revisions
##### Red / Gold / Brass | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Burning Hands*** | | 3rd | ***Scorching Ray*** | | 5th | ***Fireball*** | | 7th | ***Fire Shield*** | | 9th | ***Immolation*** | ##### Blue / Bronze | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Witch bolt*** | | 3rd | ***Shatter*** | | 5th | ***Lightning bolt*** | | 7th | ***Storm Sphere*** | | 9th | ***Control Winds*** | ##### Green | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Ray of Sickness*** | | 3rd | ***Suggestion*** | | 5th | ***Stinking Cloud*** | | 7th | ***Dominate Beast*** | | 9th | ***Cloudkill*** | ### Elemental Affinity *(Improved 6th level feature)* Starting at 6th level, your connection to your draconic ancestor grants you a portion of their elemental power, granting you the following benefits: * **You gain resistance to the damage type associated with your draconic ancestry.** * When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. * When you cast a spell that deals damage, **you can change that damage type into the one associated with your draconic ancestry**. Once you change the damage type of spell in this way, you can't do so again until you finish a long rest. \pagebreak ### Draconic Presence *(Improved 18th level feature)* At 18th level, you can exude the terrifying or awe inspiring majesty of a true dragon. **You are immune to being Charmed or Frightened.** Additionally, as an action, you can emanate an aura of awe or fear (your choice) in a 60-foot radius. For 1 minute, hostile creatures that start their turn within the aura must succeed on a Wisdom saving throw or be charmed (awe) or frightened (fear) until the aura ends. On a success, creatures are immune to this aura for 24 hours. Once you use this action, you can't use it again until you finish a long rest, **unless you spend 5 sorcery points to use it again.** ## Shadow Magic **Source:** Xanather's Guide to Everything. * **Shadow Magic:** *Added* * **Eyes of the Dark:** *Improved* * **Strength of the Grave:** Unchanged * **Hound of Ill Omen:** Unchanged * **Shadow Walk:** Unchanged * **Umbral Form:** Unchanged ### Shadow Magic *(Improves 1st level "Sorcerous Origins" feature)* You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock or wizard spell list. #### Shadow Spells | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***False life, Ray of Sickness*** | | 3rd | ***Darkness, Phantasmal Force*** | | 5th | ***Summon Shadow Spawn, Vampiric Touch*** | | 7th | ***Phantasmal Killer, Shadow of Moil*** | | 9th | ***Enervation, Mislead*** | ### Eyes of the Dark *(Improved 1st level feature)* From 1st level, You can see normally in darkness to a distance of 120 ft. Additionally, as a bonus action, you can **spend 1 sorcery point to be able to see normally in magical darkness for 10 minutes.** \columnbreak ### Umbral Form *(Improved 18th level feature)* Starting at 18th level, you can use a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this action, you can't use it again until you finish a long rest, **unless you spend 5 sorcery points** to use it again.
Kire Exion | Sorcerer Revisions
## Storm Sorcery **Source:** Xanather's Guide to Everything. * **Wind Speaker:** Unchanged * **Storm Magic:** *Added* * **Tempestuous Magic:** *Re-written* * **Heart of the Storm:** *Improved* * **Storm Guide:** Unchanged * **Storm's Fury:** *Relocated & Re-written* * **Wind Soul:** *Relocated & Re-written* ### Storm Magic *(Improved 1st level "Sorcerous Origins" feature)* You learn additional spells when you reach certain levels in this class, as shown on the Tempestuous Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or conjuration spell from the sorcerer, druid or wizard spell list that doesn't restore hit points. #### Storm Spells | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Feather Fall, Thunderwave*** | | 3rd | ***Shatter, Warding Wind*** | | 5th | ***Call Lighting, Wind Wall*** | | 7th | ***Storm Sphere, Summon Elemental (air only)*** | | 9th | ***Control Winds, Maelstrom*** | ### Sky Bound *(Re-written 1st level "Tempestous Magic" feature)* At 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. When you do so, **you gain a temporary flying speed equal to your remaining movement speed** that lasts until the end of your current turn. You fall if you end your movement in the air and you do not provoke opportunity attacks while flying. \pagebreak ### Heart of the Storm *(Improved 6th level feature)* At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within **15 feet** of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. ### Wind Caller *(Re-written 18th level "Wind Soul" feature moved to 14th level)* Starting at 14th level, you gain a flying speed **equal to your movement speed**. As an action, you can choose a number of creatures within 30 feet of you equal to your **Charisma modifier.** The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you give creatures a flying speed in this way, you can't do so again until you finish a short or long rest. At 18th level in this class, your flying speed becomes 60 feet. ### Storm's Fury *(Re-written 14th level feature moved to 18th level)* At 18th level, you gain immunity to lightning and thunder damage. In addition, when you are hit by a melee attack, you can use your reaction to force the attacker to make a Strength saving throw against your spell save DC. On a failed save, the creature takes lightning damage equal to your sorcerer level and is pushed back **30 feet** in a straight line. **On a successful save they take half damage and aren't pushed.**
Kire Exion | Sorcerer Revisions
## Wild Magic **Source:** Player's Handbook. * **Draconic Magic:** *Added* * **Wild Magic Surge:** *Rewritten* * **Tides of Chaos:** Unchanged * **Bend Luck** Unchanged * **Controlled Chaos:** Unchanged * **Spell Bombardment:** Unchanged ### Wild Magic *(Improved 1st level "Sorcerous Origins" feature)* You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or transmutation spell from the sorcerer, warlock or wizard spell list. \columnbreak ##### Wild Magic Spells | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | ***Chaos Bolt, Faerie Fire*** | | 3rd | ***Mirror Image, Enlarge/reduce*** | | 5th | ***Blink, Haste*** | | 7th | ***Confusion, Polymorph*** | | 9th | ***Animate Objects, Wall of Force*** |
### Wild Magic Surge *(Variant 1st level feature)* Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a number equal to or below your wild magic threshold, which starts at 1, roll on the Wild Magic Surge table to create a random magical effect. Each time you roll and don't get a Wild Magic Surge, the threshold number increases by 1. Your wild magic threshold resets to 1 after a Wild Magic Surge activates or you finish a short or long rest. 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. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. ### Bend Luck *(Re-written 6th level feature)* Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. You can use this feature **a number of times equal to your proficiency bonus**, and you regain all expended uses when you finish a long rest. > ##### Credits > * Inspired by and adapted from [Alternative Sorcerer](https://www.gmbinder.com/share/-M2ZGCOTpShGn-0ruzB5) by /u/laserllama. > * Made with GM Binder
Kire Exion | Sorcerer Revisions