Class Feature Variants: Sorcerer

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The following spells expand the sorcerer spell list. This list does not include the Additional Warlock Spells from TCE, or any new Homebrew Spells we are using.

### Dragonblood Sorcerer (Optional)

*1st-level sorcerer feature (replaces Spellcasting Ability)*

As arcane science advanced, sages discovered a new form of sorcerer: the Dragonblood Sorcerer. These sorcerers use the techniques and trappings of Siberyan wizardry to harness their power; they study Arcana and apply it to their magic. They resemble wizards and study alongside wizards, but their gift is tied to an innate talent, not simply learned. When you become a sorcerer, you can choose to replace all instances in all your sorcerer class features where you would use your Charisma score or modifier with your Intelligence score or modifier respectively. If you choose this class variant as your starting class at first level, you gain saving throw proficiencies in Constitution and Intelligence instead of in Constitution and Charisma.

### Origin Spells

*1st-level sorcerer feature (enhances Sorcerous Origin)*

A long-standing criticism of the sorcerer is that its limited spells known meant that it was often difficult to have a sorcerer that was both thematic and useful at the same time. With the addition of the Clockwork Soul and Aberrant Mind subclass in Tasha’s Cauldron of Everything, a precedent was set for origin spells. If you are using a Sorcerous Origin that does not include origin spells, we can work together to populate a list of origin spells for you. Example Origin Spells, Example 2, RPGBot Example.

### Sorcerous Essence

*1st-level sorcerer feature (enhances Spellcasting)*

You can draw upon the magical essence that courses through your veins, causing your eyes to emit an arcane glow, or display some other physical signifier of power, as you channel the power of you spells. You don't need to use an arcane focus for your sorcerer spells, allowing you to ignore the material components specified for the spell, unless the component indicates a cost or is consumed by the spell.

Additionally, when you finish a long rest, you can spend a point of inspiration to 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.

### Spell Versatility

*1st-level sorcerer feature (enhances Spellcasting)*

Whenever you finish a long rest, you can you can spend a point of inspiration to replace one sorcerer spell of 1st-level or higher you learned from this *Spellcasting* feature with another spell from the same spell list. The new spell must be the same level as the spell you replace.

### True Flexible Casting

*2nd-level sorcerer feature (replaces Sorcery Points and Flexible Casting)*

Instead of using Spell Slots, Sorcerers use the Spell Points variant rule found on page 288 of the DMG. Add your Spell Points and Sorcery Points together as one shared pool, and you can use them interchangeably.

### Sorcerous Font

*2nd-level sorcerer feature (enhances Sorcery Points)*

Starting at 2nd level, you can use your lifeforce to fuel the wellspring of magic within you. When you finish a short rest, you can choose to expend hit dice and, rather than regaining hit points, regain 1d4 sorcery points for each hit die expended. If you do so, you can't spend hit dice to regain hit points during this short rest.

### Metamagic

*3rd-level sorcerer feature (enhances Metamagic)*

At 3rd level, you gain the ability to twist your spells to suit your needs. You know a number of Metamagic options equal to your proficiency bonus. When you gain a level in this class, you can replace a metamagic option you know with another. Additionally, when you finish a long rest, you can spend a point of inspiration to replace a metamagic option you know with another.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. See below for additional Metamagic options.

### Arcane Catalyst

*10th-level sorcerer feature*

Beginning at 10th level, your innate magic can be harnessed by your allies. You are a spellcasting focus so long as you are willing, and when a spell is cast through you, you can use your reaction to spend 2 sorcery points to apply your Metamagic to the spell (you must still pay the cost of the option you choose).

### Supreme Conduit

*20th-level sorcerer feature (enhances Sorcerous Restoration)*

At 20th level, your mastery of the magic within you has achieved unparralleled hights. You can use as many Metamagic options as you choose on a single spell.

## Additional Metamagic Options

### Deliberate Spell

When you cast a spell with the casting time of 1 bonus action, you can spend 0 sorcery points to make its casting time 1 action. Although this Metamagic Option does not expend a sorcery point, you must have at least 1 sorcery point remaining to use it.

### Gifted Spell

When you cast a spell that has a range of self, you can spend a number of sorcery points equal to the spell's level to give the spell a range of touch, instead. (1 sorcery point if the spell is a cantrip.) A willing creature targeted by a spell altered in this way gains the benefit of the spell's effects or becomes the origin point of its effects, as appropriate. For example, a creature targeted by *Misty Step* can teleport itself, while a creature targeted by *Thunderwave* emanates the wave of force the spell generates.

You can use up to one other Metamagic option during the casting of a spell that has already been altered by using Gifted Spell.

### Homing Spell

Before you make a spell attack, you can expend 1 sorcery point to add 1d4 to the attack roll.

### Incanted Spell

When you cast a spell with the ritual tag, you can expend 1 sorcery point to cast it as a ritual.

### Persistent Spell

When you lose concentration on a spell, you may spend 2 sorcery points to cause it to last for one round longer (not exceeding its maximum duration), ending immediately if you begin concentrating on another spell. You can use this Metamagic option even if you have already used a different one on the same spell.

### Piercing Spell

When you reduce a creature to 0 hit points with a ranged spell attack, and the damage you dealt was more than enough to do so, you may expend a sorcery point to cause your spell to strike another target behind the first, so long as that target is within the spell's range. Use the result from your initial attack roll; if it hits the second target's AC, it takes any remaining damage.

### Repelling Spell

When you hit with a spell attack, you can expend a sorcery point to push the target up to 10 feet away from you. You can use up to one other Metamagic option during the casting of a spell that has already been altered by using Repelling Spell.

### Sorcerous Fortitude

As an action, you can spend a number of sorcery points to fortify your physical form. For each sorcery point you expend you gain 1d4 temporary hit points. The maximum number of sorcery points you can spend as part of this ability is equal to your proficiency bonus.