Alt Sorcerer

Manifestations

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Manifestation options of your choice. You gain another one at 6th, 10th, 14th and 17th level.

You can use only one Manifestation 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 Mana 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 Mana to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 Mana to make the range of the spell 30 feet.

Elemental Spell

* tweaked
When you cast a spell that deals acid, cold, fire, lightning, poison or thunder damage, you can spend 1 Mana and change the damage type to another type from this list.

You can use Elemental Spell even if you have already used a different Manifestation during the casting of the spell.

Empowered Spell

When you roll damage for a spell, you can spend 1 Mana 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 Manifestation option during the casting of the spell.

Esoteric Spell

* homebrew
When you cast a spell that deals force, necrotic, psychic, or radiant damage, you spend 2 Mana and substitute that damage type to another type from this list.

You can use Esoteric Spell even if you have already used a different Manifestation 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 Mana 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 Mana 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 Mana to change the casting time to 1 bonus action for this casting.

Safe Spell

* homebrew
When you cast a spell that affects an area and doesn't have a range of self, you can spend 1 Mana to exclude yourself from the spell's area of affect.

Seeking Spell

* tweaked
If you make an attack roll for a spell and miss, you can spend 2 Mana to reroll the d20, and you must use the result of the new roll.

You can use Seeking Spell even if you have already used a different Manifestation during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend 1 Mana to cast it without any somatic or verbal components.

Tenacious Spell

* homebrew
When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 3 Mana and add your Charisma modifier (minimum of 1) to the result of the saving throw.

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 Mana 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.

Unerring Spell

* tweaked
If you make an attack roll for a spell and miss, you can spend 2 Mana 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.

Unstable Spell

* homebrew
When you cast a spell that forces a creature to make a saving throw, you can spend 3 Mana to have the initial saving throw target an ability score determined by chance. Roll a d12. The spell's initial saving throw is changed to target the ability score from the list below.

If you roll a 1, the spell fails to manifest. However, only the 3 Mana you spent to use this ability are wasted.

Roll Saving Throw
1 The Spell fails
2-3 Strength
4-5 Dexterity
6-7 Constitution
8-9 Wisdom
10 Intelligence
11 Charisma
12 Your Choice