1: Traveling Spells, Beyond the Boundary, Flutter
6: Gift of Impermanence
14: All Terrains
18: Touch of the Void
You know additional spells that are tied to something from elsewhere in the multiverse that calls to you from beyond the Culminance. They may be the descendant of an outer-planar ancestor, a survivor of a disastrous conjunction of the planes, the heir of a family curse from a spiteful fey, or something else entirely. One way or another, your very essence seeks to chase horizons unknown—whether you follow your whims proudly or resist its pull, it grants you powers to help you on their travels.
At 1st level, choose one spell from the 1st-level row of the Traveling 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 Traveling Spells with another one of equal or lower level. This is in addition to the normal spell you can change upon leveling up.
At 1st level when you choose this archetype, you learn the language of the Fey, tricky and spiteful beings corrupted by the Elemental Chaos. You can speak, sign, read, and write Faerish. In addition, you can always choose to use Constitution when making an ability check to navigate, survive in, or remember information about planes of existence other than the Material Plane
Also at 1st level, after casting a spell of 1st-level or higher, you can teleport a short distance to an unoccupied space you can see. The maximum range of this teleportation is equal to 5 feet plus 5 feet per level of the spell
Starting at 6th level, once per round when you fail a saving throw against an effect that would cause you to become grabbed, incapacitated, paralyzed, petrified, restrained, or stunned, you can spend 1 sorcery point, and reroll one d20 used in the saving throw.
At 14th level, choose one of the following boons:
You ignore difficult terrain.
You ignore the effects of extreme heat, extreme cold, and high altitude.
You gain a swim speed equal to your Speed.
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
You can spend 1 sorcery point to gain a fly speed equal to your Speed for 1 hour.
When you finish a long rest, you may switch out your active boon with one other boon from this list.
At 18th level, you can spend 1 hour in meditation to cast astral projection, dream, or etherealness. Each of these spells is slightly different when cast using this feature, as described below:
Astral Projection. The spell requires no material components, but only affects you.
Dream. You are the messenger in the dream, and while you are influencing the dream you are completely detached from your body.
Etherealness. When the spell ends, you reappear in the space you were in when you originally cast the spell.
After using this feature, you cannot do so again until you finish a long rest.