Vogie
2019-07-16, 04:17 PM
Inspired by this post (http://www.giantitp.com/forums/showsinglepost.php?p=24025383&postcount=99) on another page, I figured I'd flesh out precisely my fix for what the sorcerer would be
Sorcerer, Revisited
Level
Proficiency Bonus
Mana Points
Features
Cantrips Known
Spells Known
Maximum Creatable Spell Level (Point Cost)
1st
+2
4
Innate Casting, Mana Points, Sorcerous Origin
4
2
1st (2)
2nd
+2
6
Font of Magic, Flexible Casting
4
3
1st (2)
3rd
+2
14
Metamagic
5
4
2nd (3)
4th
+2
17
Ability Score Improvement
5
5
2nd (3)
5th
+3
27
--
5
6
3rd (5)
6th
+3
32
Sorcerous Origin Feature Ability
5
7
3rd (5)
7th
+3
38
Precise Spells
5
8
4th (6)
8th
+3
44
Ability Score Improvement
5
9
4th (6)
9th
+4
57
--
5
10
5th (7)
10th
+4
64
Metamagic
6
11
5th (7)
11th
+4
73
--
6
12
6th (9)
12th
+4
73
Ability Score Improvement
6
13
6th (9)
13th
+5
83
Metamagic
6
14
7th (10)
14th
+5
83
Sorcerous Origin Feature Ability
6
15
7th (10)
15th
+5
94
--
6
16
8th (11)
16th
+5
94
Ability Score Improvement
7
17
8th (11)
17th
+6
107
Metamagic
7
18
9th (13)
18th
+6
114
Sorcerous Origin Feature Ability
7
19
9th (13)
19th
+6
123
Ability Score Improvement
7
20
9th (13)
20th
+6
133
Sorcerous Restoration
7
21
9th (13)
Innate Spellcasting
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.
Cantrips
At 1st level, you know four cantrips of your choice from the Sorcerer Spells list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Mana Points
The Sorcerer table shows how much mana you have to cast your spells. To cast one of these sorcerer spells, you must expend the requisite mana points of the spell’s level or higher, also shown in the table. You regain all expended mana when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 3 mana available, you can cast burning hands as a 1st level spell for 2 mana, or a 2nd level spell for 3 mana.
You learn other ways to use your mana as you reach higher levels. You can't cast more than one 6th, 7th, 8th, or 9th level spell per long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Sorcerer Spells 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 equal to or less than Spell level known column in your sorcerer table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you 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.
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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Eschew Focus
Unlike other spellcasters, you are not required to use an arcane focus as a spellcasting focus for your sorcerer spells, nor must you use any material components of a value less than 1gp.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline, Divine Soul, Wild Magic, Shadow Magic, Phoenix Sorcery, Pyromancy, Giant Soul, Sea Sorcery, Stone Sorcery, Storm Sorcery, or others.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. You gain additional mana equal to your sorcerer level (2 mana when you gain this feature).
In addition, you have the ability to regain mana equal to your charisma modifier in the following ways:
When you reduce a hostile creature to 0 hit points
When you score a critical hit on a creature using a spell or cantrip that requires an attack roll.
Whenever a creature rolls a natural 1 on the saving throw of a spell or cantrip that requires a saving throw.
Flexible Casting
As you're an innate magic user, you inherently understand other styles of magic. If multiclassed into another class that uses spell slot spellcasting or pact magic, you can use your mana points to refresh expended spell slots, or sacrifice spell slots to gain additional mana.
Creating Spell Slots. You can transform mana into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You cannot create spell slots higher than 5th level. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Mana. As a bonus action on your turn, you can expend one spell slot and gain a number of mana equal to the slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 10th, 13th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Additionally, when you gain a level in this class, you can choose one of the Metamagic options you know and replace it with another Metamagic.
Alter Elemental Spell
When you gain this metamagic option, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
When you cast a spell that deals a damage type other than the one chosen you can have it deal the chosen damage type instead. You can use Alter Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.
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 point 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.
Defensive Spell
When you cast a spell, you can spend any number of mana points, up to your Charisma Modifier, to gain Temporary Hit Points equal to twice the mana spent. These hit points last until your next long rest.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 mana point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 mana point 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 Metamagic option during the casting of the spell.
Ensure Spell
You can spend 2 mana points as a bonus action. If you do, the next spell you cast this turn that deals damage, the damage dealt can’t be less than your charisma modifier for each damage die rolled.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mana point 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 points to give one target of the spell disadvantage on its first saving throw made against the spell.
Itching Spell
When you cast a spell that effects one or more creatures, you may spend 1 mana point to also force those creatures to succeed on a Constitution saving throw or move 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Jinxed Spell
When you cast a spell, you can spend mana points equal to the number of creatures affected or targeted by the spell to mark them. Any creature attacking a creature marked in this way has advantage on the first attack roll, which consumes the mark.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 mana points to change the casting time to 1 bonus action for this casting.
Reactive Spell
When you are damaged by a creature you can see within 30 feet, you can spend 3 mana points to a cast a spell as a reaction at that creature. The spell must have a casting time of only 1 action and must target only that creature.
Seeking Spell
When you cast a spell that requires an attack roll, targets hit by that spell are marked for 1 minute. Whenever you cast a spell that requires an attack roll on a marked creature, you may spend 1 mana point to ignore half cover and three-quarters cover this turn.
Subtle Spell
When you cast a spell, you can spend 1 mana point to cast it without any somatic or verbal components.
Twin 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 mana points equal to the spell’s mana cost, minus 1, to target a second creature in range with the same spell (1 mana point 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 is.
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.
Precise Spells
When you reach 7th level, you have profound control over the impact of your spells. You gain the following metamagic features:
Precision Targeting: As a bonus action, you can choose a specific part of the body to target with your next spell, or cantrip. You gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This modifier costs 1 mana point no matter which part of the creature you target, and can be used in addition to metamagic feats.
Arms: On a hit, the target takes half damage from the hit, but drops one carried item of the sorcerer’s choice, even if the item is wielded with two hands.
Legs: On a hit, the target is damaged normally and knocked prone.
Torso: Targeting the torso scores a critical hit on a spell attack roll of 19 or 20.
Wings: On a hit, the target is damaged normally, and must make a Concentration check against your spell save DC, or fall 20 ft.
Head: On a hit, the target is damaged normally, and is also confused during their next turn. Confused targets roll a d4 at the beginning of their next turn, which determines how they act during that turn:
Act normally.
Do nothing but move up to half their speed.
Deal 1d4 points of damage + Str modifier to self with item in hand.
Attack nearest creature, including allies and familiars
Utilitized cantrips: Each option can be applied to any single casting with a cantrip of the appropriate type by expending 1 additional mana, but the sorcerer must declare this using before casting the spell.
Melt Lock: The sorcerer casts a spell dealing acid damage against a lock within range of that spell. A simple lock has an AC of 10 (+0 Dex Save), an average lock has an AC of 15 (+2 Dex Save), and a superior lock has an AC of 20 (+5 Dex Save). On a hit or failed save, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. A key, combination, or similar mechanical method of unlocking the lock no longer works, though Knock can still be employed to bypass the lock.
Cauterize: The sorcerer casts a spell dealing Fire damage against themselves or an adjacent creature to staunch a bleeding wound or target at 0 hit points making death saves. Instead of dealing damage, the spell ends a single bleed condition and stabilizes affecting the creature. You do not have to make an attack roll when performing the spell in this way; but the casting still uses up your action as normal.
Freeze Liquid: The sorcerer casts a spell dealing cold damage against a liquid in the environment within the range of the spell. This causes the liquid freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it.
Improvise: Whenever sorcerer casts a spell creating a small object, the duration of that spell is doubled, and it can be used as a weapon with which you are proficient. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the created object doesn't resemble a weapon, it deals 1d4 damage and can be thrown at a range of 20/60.
Sorcerous Restoration
At 20th level, you regain 6 expended mana points whenever you finish a short rest. In addition, you gain 2 mana when:
you reduce a hostile creature to 0 hit points.
you score a critical hit on a creature using a spell or cantrip that requires an attack roll.
a creature rolls a natural 1 on the saving throw of a spell or cantrip that requires a saving throw.
It's using the Spell point system in the DMG. Sorcery points are comingled within the spell points for the "mana points" with "Innate Spellcasting"
I've also made some minor changes to base class, such as eschewing arcane foci and material components of a value less than 1 gp.
Flexible Casting is slightly redone to explain how the mana point system will interact with the normal spellcasting that has Vancian Slots. It is essentially the same as it is now.
I increased the number of spells known by expanding the cantrips known, and not slowing spells-known progression at later levels.
I've added some additional metamagic options that won't rock the boat much, and increased the base number of Metamagics from 2 to 3, for a total of 8 by max level.
From the Grit system from the Pathfinder Gunslinger, I included a called shot system for the sorcerer as metamagics that all sorcerers will have access to. Expanded Crit range, disarming, and knockdown options, as well as the ability to use damaging cantrips in flavorful ways - acid splash to burn off locks, fire spells to cauterize wounds, Ray of Frost to freeze water, and if someone were to create a greatsword with Shape Water, or a dagger with Prestidigitation, it'll be recognized as a weapon and last long enough to use.
I've buffed Sorcerous Restoration, increasing mana points gained on short rest from 4 to 6, and increased mana returned from kills & crits from 1 to 2.
Some Edits based on feedback (7/17): Reworked Jinxed spell, Added Ensure Spell, Mana Shield renamed to Defensive Spell.
Please let me know what you think!
Sorcerer, Revisited
Level
Proficiency Bonus
Mana Points
Features
Cantrips Known
Spells Known
Maximum Creatable Spell Level (Point Cost)
1st
+2
4
Innate Casting, Mana Points, Sorcerous Origin
4
2
1st (2)
2nd
+2
6
Font of Magic, Flexible Casting
4
3
1st (2)
3rd
+2
14
Metamagic
5
4
2nd (3)
4th
+2
17
Ability Score Improvement
5
5
2nd (3)
5th
+3
27
--
5
6
3rd (5)
6th
+3
32
Sorcerous Origin Feature Ability
5
7
3rd (5)
7th
+3
38
Precise Spells
5
8
4th (6)
8th
+3
44
Ability Score Improvement
5
9
4th (6)
9th
+4
57
--
5
10
5th (7)
10th
+4
64
Metamagic
6
11
5th (7)
11th
+4
73
--
6
12
6th (9)
12th
+4
73
Ability Score Improvement
6
13
6th (9)
13th
+5
83
Metamagic
6
14
7th (10)
14th
+5
83
Sorcerous Origin Feature Ability
6
15
7th (10)
15th
+5
94
--
6
16
8th (11)
16th
+5
94
Ability Score Improvement
7
17
8th (11)
17th
+6
107
Metamagic
7
18
9th (13)
18th
+6
114
Sorcerous Origin Feature Ability
7
19
9th (13)
19th
+6
123
Ability Score Improvement
7
20
9th (13)
20th
+6
133
Sorcerous Restoration
7
21
9th (13)
Innate Spellcasting
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.
Cantrips
At 1st level, you know four cantrips of your choice from the Sorcerer Spells list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Mana Points
The Sorcerer table shows how much mana you have to cast your spells. To cast one of these sorcerer spells, you must expend the requisite mana points of the spell’s level or higher, also shown in the table. You regain all expended mana when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 3 mana available, you can cast burning hands as a 1st level spell for 2 mana, or a 2nd level spell for 3 mana.
You learn other ways to use your mana as you reach higher levels. You can't cast more than one 6th, 7th, 8th, or 9th level spell per long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Sorcerer Spells 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 equal to or less than Spell level known column in your sorcerer table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you 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.
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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Eschew Focus
Unlike other spellcasters, you are not required to use an arcane focus as a spellcasting focus for your sorcerer spells, nor must you use any material components of a value less than 1gp.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline, Divine Soul, Wild Magic, Shadow Magic, Phoenix Sorcery, Pyromancy, Giant Soul, Sea Sorcery, Stone Sorcery, Storm Sorcery, or others.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. You gain additional mana equal to your sorcerer level (2 mana when you gain this feature).
In addition, you have the ability to regain mana equal to your charisma modifier in the following ways:
When you reduce a hostile creature to 0 hit points
When you score a critical hit on a creature using a spell or cantrip that requires an attack roll.
Whenever a creature rolls a natural 1 on the saving throw of a spell or cantrip that requires a saving throw.
Flexible Casting
As you're an innate magic user, you inherently understand other styles of magic. If multiclassed into another class that uses spell slot spellcasting or pact magic, you can use your mana points to refresh expended spell slots, or sacrifice spell slots to gain additional mana.
Creating Spell Slots. You can transform mana into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You cannot create spell slots higher than 5th level. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Mana. As a bonus action on your turn, you can expend one spell slot and gain a number of mana equal to the slot’s level.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 10th, 13th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Additionally, when you gain a level in this class, you can choose one of the Metamagic options you know and replace it with another Metamagic.
Alter Elemental Spell
When you gain this metamagic option, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
When you cast a spell that deals a damage type other than the one chosen you can have it deal the chosen damage type instead. You can use Alter Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.
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 point 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.
Defensive Spell
When you cast a spell, you can spend any number of mana points, up to your Charisma Modifier, to gain Temporary Hit Points equal to twice the mana spent. These hit points last until your next long rest.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 mana point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 mana point 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 Metamagic option during the casting of the spell.
Ensure Spell
You can spend 2 mana points as a bonus action. If you do, the next spell you cast this turn that deals damage, the damage dealt can’t be less than your charisma modifier for each damage die rolled.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mana point 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 points to give one target of the spell disadvantage on its first saving throw made against the spell.
Itching Spell
When you cast a spell that effects one or more creatures, you may spend 1 mana point to also force those creatures to succeed on a Constitution saving throw or move 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Jinxed Spell
When you cast a spell, you can spend mana points equal to the number of creatures affected or targeted by the spell to mark them. Any creature attacking a creature marked in this way has advantage on the first attack roll, which consumes the mark.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 mana points to change the casting time to 1 bonus action for this casting.
Reactive Spell
When you are damaged by a creature you can see within 30 feet, you can spend 3 mana points to a cast a spell as a reaction at that creature. The spell must have a casting time of only 1 action and must target only that creature.
Seeking Spell
When you cast a spell that requires an attack roll, targets hit by that spell are marked for 1 minute. Whenever you cast a spell that requires an attack roll on a marked creature, you may spend 1 mana point to ignore half cover and three-quarters cover this turn.
Subtle Spell
When you cast a spell, you can spend 1 mana point to cast it without any somatic or verbal components.
Twin 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 mana points equal to the spell’s mana cost, minus 1, to target a second creature in range with the same spell (1 mana point 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 is.
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.
Precise Spells
When you reach 7th level, you have profound control over the impact of your spells. You gain the following metamagic features:
Precision Targeting: As a bonus action, you can choose a specific part of the body to target with your next spell, or cantrip. You gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This modifier costs 1 mana point no matter which part of the creature you target, and can be used in addition to metamagic feats.
Arms: On a hit, the target takes half damage from the hit, but drops one carried item of the sorcerer’s choice, even if the item is wielded with two hands.
Legs: On a hit, the target is damaged normally and knocked prone.
Torso: Targeting the torso scores a critical hit on a spell attack roll of 19 or 20.
Wings: On a hit, the target is damaged normally, and must make a Concentration check against your spell save DC, or fall 20 ft.
Head: On a hit, the target is damaged normally, and is also confused during their next turn. Confused targets roll a d4 at the beginning of their next turn, which determines how they act during that turn:
Act normally.
Do nothing but move up to half their speed.
Deal 1d4 points of damage + Str modifier to self with item in hand.
Attack nearest creature, including allies and familiars
Utilitized cantrips: Each option can be applied to any single casting with a cantrip of the appropriate type by expending 1 additional mana, but the sorcerer must declare this using before casting the spell.
Melt Lock: The sorcerer casts a spell dealing acid damage against a lock within range of that spell. A simple lock has an AC of 10 (+0 Dex Save), an average lock has an AC of 15 (+2 Dex Save), and a superior lock has an AC of 20 (+5 Dex Save). On a hit or failed save, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. A key, combination, or similar mechanical method of unlocking the lock no longer works, though Knock can still be employed to bypass the lock.
Cauterize: The sorcerer casts a spell dealing Fire damage against themselves or an adjacent creature to staunch a bleeding wound or target at 0 hit points making death saves. Instead of dealing damage, the spell ends a single bleed condition and stabilizes affecting the creature. You do not have to make an attack roll when performing the spell in this way; but the casting still uses up your action as normal.
Freeze Liquid: The sorcerer casts a spell dealing cold damage against a liquid in the environment within the range of the spell. This causes the liquid freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it.
Improvise: Whenever sorcerer casts a spell creating a small object, the duration of that spell is doubled, and it can be used as a weapon with which you are proficient. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the created object doesn't resemble a weapon, it deals 1d4 damage and can be thrown at a range of 20/60.
Sorcerous Restoration
At 20th level, you regain 6 expended mana points whenever you finish a short rest. In addition, you gain 2 mana when:
you reduce a hostile creature to 0 hit points.
you score a critical hit on a creature using a spell or cantrip that requires an attack roll.
a creature rolls a natural 1 on the saving throw of a spell or cantrip that requires a saving throw.
It's using the Spell point system in the DMG. Sorcery points are comingled within the spell points for the "mana points" with "Innate Spellcasting"
I've also made some minor changes to base class, such as eschewing arcane foci and material components of a value less than 1 gp.
Flexible Casting is slightly redone to explain how the mana point system will interact with the normal spellcasting that has Vancian Slots. It is essentially the same as it is now.
I increased the number of spells known by expanding the cantrips known, and not slowing spells-known progression at later levels.
I've added some additional metamagic options that won't rock the boat much, and increased the base number of Metamagics from 2 to 3, for a total of 8 by max level.
From the Grit system from the Pathfinder Gunslinger, I included a called shot system for the sorcerer as metamagics that all sorcerers will have access to. Expanded Crit range, disarming, and knockdown options, as well as the ability to use damaging cantrips in flavorful ways - acid splash to burn off locks, fire spells to cauterize wounds, Ray of Frost to freeze water, and if someone were to create a greatsword with Shape Water, or a dagger with Prestidigitation, it'll be recognized as a weapon and last long enough to use.
I've buffed Sorcerous Restoration, increasing mana points gained on short rest from 4 to 6, and increased mana returned from kills & crits from 1 to 2.
Some Edits based on feedback (7/17): Reworked Jinxed spell, Added Ensure Spell, Mana Shield renamed to Defensive Spell.
Please let me know what you think!