1: Enigmatic Spells, Deeper Understanding, Reach Beyond
6: Retributive Surge
14: Tenuous Serenity
18: Erupting Nova
You know additional spells that spring from something ancient and possibly alien, likely dating back to well before the sentient races learned to control arcana— and it can be especially erratic, often surprising even you. Sometimes your inner magical wellspring feels like it has its own personality and motives, and you may even find yourself trying to negotiate with it in stressful situations should you need it to cooperate.
At 1st level, choose one spell from the 1st-level row of the Enigmatic Spells table and add it to your spell list. It does not count against your total spells known. At 3rd, 5th, 7th, and 9th level, choose an additional spell from a row on the table equal to or lower than your sorcerer level. When you gain a level, you can replace one of your Enigmatic Spells with another one of equal or lower level. This is in addition to the normal spell you can change upon leveling up.
Beginning at 1st level when you choose this archetype, your ancient perspective of magic grants you a deep insight into its mechanisms, whether conscious or not. You gain an expertise die on ability checks made to identify spells being cast or sense the presence of lingering magic in any form.
Also at 1st level, your mind opens to a broader spectrum of magic than most. You can use a bonus action to attempt to replace one of your Enigmatic Spells. Declare which spell you’re trying to replace and make a Composure saving throw (DC 10 + the spell’s level). On a success, you replace the spell with another Enigmatic Spell of the same or lower level until you finish a long rest, at which point the original spell returns. This newly-gained spell can’t be replaced again. On a failure, the spell you’re attempting to replace goes off, expending no Sorcery Points but targeting a creature or point within range of the Narrator’s choice (possibly yourself). The spell is too wild to alter with metamagic, and if it requires concentration it lasts its full duration with no concentration required instead. The Enigmatic Spell you attempted to replace is then removed from your spell list until you finish a long rest, at which point it returns
At 6th level, your body becomes infused with chaotic magic that makes harming you a dangerous proposition. When a creature you can see damages you, you can use your reaction to cast a spell of 1st or 2nd-level. The spell must either target the creature that damaged you or be centered on a space it occupies, it must have a casting time of 1 action or 1 bonus action, and you must spend additional Sorcery Points equal to the level of the spell. At 14th and 18th level, the highest level of spell you can cast in this way increases by 1.
At 14th level, you can exert some control over your magics to empower yourself. When you make a Composure saving throw, you can spend 1 sorcery point to add an expertise die to the roll, or reroll an expertise die used in the roll. You may do this after seeing the result. Additionally, you can spend time in meditation to attempt to reclaim magics you’ve lost. When you finish a short rest, select a spell that’s been removed from your spell list by one of your class features. You reclaim the spell. You can’t perform this meditation again until you finish a long rest.
At 18th level, your ability to pour forth energy increases substantially. You can cast two spells simultaneously, spending Sorcery Points for each, so long as both spells have a casting time of 1 action, the sum of their levels is less than 7th-level, and neither spell requires concentration. When you do so, make a Composure saving throw (DC 12 + the sum of the spells’ levels). On a failure, you waste your action (but not any spell slots) and both spells are removed from your spell list until you finish a long rest.