# Sorcerer 5e Rework

I feel the sorcerer in 5e does not hold up when it comes to a variety of abilities that differentiate them from other classes.  The class feels like an afterthought or like the developers didn't know what to do with the class.  The option to remove Metamagic from everyone is unrealistic.  It doesn't make sense that a caster hasn't learned to modify their spells after casting them for years.  The addition of 'free casting' (the ability to cast a chosen spell at different levels and multiple times) being given to all other classes and not giving sorcerers some other advantage to replace it is a huge imbalance.  

I feel there is an issue with the mechanic that some classes can't switch out spells except during a level up.  I understand the theme.  The spells technically aren't spells they are abilities bequeathed by a diety, nature or their bloodline.  As such I think those classes should no longer need reagents in some instances for those spells.  The only people who need them are classes that are book learned spell casters.

There remains an issue with the limited known spell list for classes that have no way to reliably switch out their spells.  People feel pressured to always choose spells that can be used in many situations instead of the ones they want.  They might choose a spell and no option to ever use it comes up so they feel gimped.  Considering campaigns take months it doesn't let people experience the class to its fullest.  Only way I see to fix this is to allow switching during long rest or increase the spells known list.

I have completely removed metamagic and am returning the ability to all spellcasters.  Kryx from reddit has a wonderful rework [here](http://homebrewery.naturalcrit.com/share/Hy-vX84M_) that is under the more traditional feat system. I have created my own rework [here](http://homebrewery.naturalcrit.com/share/Bk-9pjmp6e) that treats metamagic as more of a magical weapons proficiency system.  This Sorcerer class can work with either but it has to allow the use of metamagic for other classes in a game.

Font of magic has been removed.  They still have the same number of spell slots they had before but now they have real freestyle casting.  This completley differentiates them from ALL other spellcasters, making them truly unique.  If any other sorcerous origin requires sorcery points simply change the ability to a short or long rest cooldown.  

<div class='classTable wide'>
##### Sorcerer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Max Spell Level
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | 1
| 2nd | +2 | Sense Magic | 4 | 3 | 3 | 1
| 3rd | +2 | Fatal Magic | 4 | 4 | 8 | 2
| 4th | +2 | Ability Score Improvement | 5 | 5 | 10 | 2
| 5th | +3 | ─ | 5 | 6 | 16 | 3
| 6th | +3 | Sorcerous Origin feature | 5 | 7 | 19 | 3
| 7th | +3 | ─ | 5 | 8 | 23 | 4
| 8th | +3 | Ability Score Improvement | 5 | 9 | 27 | 4
| 9th | +4 | ─ | 5 | 10 | 36 | 5
| 10th | +4 | Improved Counterspell | 6 | 11 | 41 | 5
| 11th | +4 | ─ | 6 | 12 | 47 | 6
| 12th | +4 | Ability Score Improvement | 6 | 12 | 47 | 6
| 13th | +5 | ─ | 6 | 13 | 54 | 7
| 14th | +5 | Sorcerous Origin feature | 6 | 13 | 54 | 7
| 15th | +5 | ─ | 6 | 14 | 62 | 8
| 16th | +5 | Ability Score Improvement | 6 | 14 | 62 | 8
| 17th | +6 | Catastrophic Magic | 6 | 15 | 71 | 9
| 18th | +6 | Sorcerous Origin feature | 6 | 15 | 76 | 9
| 19th | +6 | Ability Score Improvement | 6 | 15 | 82 | 9
| 20th | +6 | Arcane Toughness | 6 | 15 | 89 | 9
</div>


\page
## Class Features
As a sorcerer, you gain the following class features.

#### Hit Points
___
- **Hit Dice:** 1d6 per sorcerer level
- **Hit Points at 1st Level:** 6 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constituion modifier per sorcerer level after 1st

#### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
- **Tools:** None

___
- **Saving Throws:** Constitution, Charisma
- **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Perception, and Persuasion

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon
- *(a)* a component pouch or *(b)* an arcane focus
- *(a)* a a dungeoneer's pack or *(b)* an explorer's pack
- Two daggers

### Spellcasting
A sorcerer is born with their magic, or later in life it is grafted onto them by a significant event. The arcane flows through their veins.  Because of this they can be considered a semi-magical creature.  Their abilities are tied to sensing magic and having a huge well of arcane power to draw upon.  In certain situations their spells are the farthest the arcane can be pushed.  See chapter 10 (PBH) for the general rules of spellcasting and capter 11(PBH) for the sorcerer spell list.

#### Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list.  You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known Column of the Sorcerer table.

#### Spell Slots: Freestyle Casting
A Sorcerer's spellcasting ability stems from an internal source of power coming from their blood rather then someone who has learned to cast magic through rigourous study.  The following type of casting reflects that the Sorcerer pulls their magic from a single, large pool.  The Sorcerer table shows how many total spell slots you have to cast your spells.  To cast one of these Sorcerer spells, you must expend a number of slots equal to the spell's level.  You regain all expended spell slots when you finish a long rest.

Once your max Sorcerer spell level increases to 6th your ability to cast spells becomes a danger to your body and mind.  The action of casting a duplicate spell level of 6th or higher is extremely taxing.  On the first duplicate cast of a sixth or higher level spell (casting a sixth and then a seventh does not trigger this) you gain **Arcane Fatigue**.  This does affect the casting that generates it.  While under the effects of **Arcane Fatigue** you suffer from the following:

- You have one level of exhaustion.
- Casting a cantrip costs one spell slot.
- The cost of casting a spell is equal to the cost of the spell plus half your current spell slots rounded down.

**Arcane Fatigue** can only be removed by a long rest, nothing else.  And yes this means if you cast greater restoration the exhaustion stays where it is. 
 
#### 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 that does not exceed the max Sorcerer level shown in the table.  For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
 
Additionally, at the end of a long rest, you can choose one of the Sorcerer spells you know and replace it with another spell from the Sorcerer spell list, which also must not exceed your max Sorcerer spell level.

\page


>##### Variant Rule:  Spells Encountered
A sorcerer either gains spells from their blood or learns new spells by encountering magical phoenomena and trying to reproduce it at a later time.  To be more realistic, instead of using the sorcerer spell list to replace spells during your periods of rest you can instead choose to use a Spells Encountered list.  This list represents your memory and you use a long rest remembering the feel of a spell so you may cast it again.   
>
>**Adding to the Spells Encountered List.**  Each time you gain a Sorcerer level, you can add two Sorcerer spells of your choice to your Spells Encountered list for free.  Spells you choose for your main list are automatically added.  Each of these spells must not exceed your max spell level, as shown on the Sorcerer table.  On your adventures, you might find other spells that you can add to your list.
>
>When you encounter a Sorcerer spell for the first time you can try and reproduce the magical effect at a later date.  A Sorcerer doesn't care about magical gestures and sounds.  They care about recreating the magic they felt from the spell. 
>During a long rest, roll a d20 and add your Charisma modifier.  On a 20 or higher you may add the spell to your Spells Encountered list.  This roll is cumulative from previous long rests.  
>
>Even though sorcerers cannot learn spells from scrolls or other casters spellbooks.  They can still use a scroll themselves and treat that as witnessing the spell.

#### 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.

<div style="text-align: center;">

**Spell save DC** = 8 + your proficiency bonus + 

your Charisma modifier

**Spell attack modifier** = your proficiency bonus + 

your Charisma modifier

</div>

#### Spellcasting Focus
You can use an arcane focus (see capter 5 PBH, "Equipment") as a spellcasting focus for your sorcerer spells.

\page



### Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the (PBH) class description.  I have created a Kitsune Bloodline SO [here](http://homebrewery.naturalcrit.com/share/r1Vp6HZeZ).

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  I also recommend an expanded bloodline spell list with this Sorcerer Rework based on your choice.

### Sense Magic
At 2nd level your arcane blood makes you sensitive to magical phenomena.  You know the *detect magic* spell.  This does not count against your number of spells known.  In addition to knowing the school of magic you also know the level of the spell or effect, if any.  

### Fatal Magic
At 3rd level your magic causes massive damage if your target critically fails.  When casting a damage spell that requires a spell save if the target rolls a natural 1 or a 2 the target takes double damage.

### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

### Improved Counterspell
At 10th level, your ability to see and recognize magic has improved to a point where you can now try and deflect any spell.  You know the *counterspell* spell.  This does not count against your number of spells known.  If you know it already then add another spell in its place.  In addition, when you use *counterspell* you will automatically know what's the minimum level to fully interupt someone else's spellcast.  

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```

### Catastrophic Magic
At 17th level, your **Fatal Magic** is overwhelming if you score a perfect hit.  On a spell attack critical you do the maximum damage allowed.  Count all dice as rolling their maxium values.  You regain the use of this trait after a short or long rest.

### Arcane Toughness
At 20th level, you may now cast one duplicate 6th or higher spell without gaining **Arcane Fatigue**.  You gain arcane fatigue on the third cast of a 6th or higher level spell.

>##### Reference Links
> There are several kitsune homebrews that may be referenced or linked to above.  They are as follows:
>
> * [Kitsune 5e Race Homebrew](http://homebrewery.naturalcrit.com/share/H1hf18WxZ)
> * [Sorcerous Origin: Kitsune Bloodline](http://homebrewery.naturalcrit.com/share/r1Vp6HZeZ)
> * [The Nine Tails: Lair and Monster Stat Blocks](http://homebrewery.naturalcrit.com/share/SJWiSAH-eb)
> * [Sorcerer 5e Rework](http://homebrewery.naturalcrit.com/share/ByrDFP8TYx)
> * [Metamagic 5e Rework](http://homebrewery.naturalcrit.com/share/Bk-9pjmp6e)
>
> Thank you to [The Homebrewery](http://homebrewery.naturalcrit.com/) for creating such a wonderful tool for nerds like us.