At 9th sorcerer level, upgrade every sorcerer trait (sorcerer 2) you have:
Arcane dreams - Your number of dream slots is increased by 1.
Arcane intuition - Upgrade every cantrip or hex you know an additional time.
Blood-infused - Choose an ability score that is not charisma. Gain a +2 bonus to it. Your max HP is increased by 4.
Determination - Reduce the fatigue damage from using overcharge at 0HP to only 1 damage to fatigue.
Elder blood - 1d8 HP worth of your blood can replace any spell component worth up to 1000 gold. Your rest dice maximum is increased by 1 more.
Elemental soul - Increase the initial damage reduction and damage bonus from elemental soul by 1. You are considered as an elemental for the purposes of spells and magical effects/abilities. Choose one damage type and gain resistance to it, as well as an additional ability:
Fire - When using Overcharge, you can also add 1d8 fire damage to the spell.
Cold - You ignore frost, cold, or ice based difficult terrain.
Lightning - You gain 30ft of aurasight.
Sonic - You cannot be deafened. Any jump, fly, or dash distances you grant or have (either via abilities, feats, or spells) are increased by 10ft.
Mana-symbiosis - Your initial maximum number of manapoints granted by mana-symbiosis is increased to 4. You regain 1 extra mana point when when consuming mana potions. You regain 1 mana point per rest(not affected by the bonus.)
Odd aura - You can become ethereal at will as either a bonus action or reaction, granting you immunity to non-magical attacks and damage, aurasight at a range of 300ft, ability to walk through solid objects(but not walls of force) but also susceptibility to magical damage(disadvantage on mental saves, magical damage is increased by 1/2 (rounded down.) You can exit this state as a bonus action or reaction. Rematerializing in a solid object displaces you to the nearest free space and deals 1d6 force damage per 5ft traveled to the target location.
Serpentine blood - You gain a +2 bonus to dex. You either learn draconic, or if already proficient, you also can communicate with all serpents and reptiles. You gain resistance to acid and fire damage.
Arcane ascension - Your spell slot progression is further advanced by 1 level (learn your 1st lvl 6 spell at sorcerer lvl 10.) but your number of spells known is reduced by 1. Upgrade one cantrip you know once. Gain an extra lvl 6 spell slot at lvl 12.
At 9th sorcerer level, whenever a spell or magical ability that you cast/use would incur a penalty or deal damage to you, you may roll a 1d6<2 chance dice. On a success, you ignore the negative condition, damage, or effect.
At 10th sorcerer level, choose 1 upgrades from the list below:
Cantrip mastery
It's natural for a sorcerer supreme to sculpt something incredible from the tools they've used the most.
Upgrade an arcane cantrip you have twice. Grant it two special upgrades from the list below:
If it has a casting time of 1 action or 1 bonus action, reduce it to 1 bonus action or 1 move action respectively.
If it has a further innate mechanic that can be used as an action or bonus action, then they can now allow using bonus actions or move actions, respectively.
If it affects a number of tiles, double the number.
If it has a range of self or touch, allow it to target creatures within 30ft as a spell attack.
If it has a concentration component, you may now cast and maintain 2 of the same spell (cantrip) and it will not break concentration (until cast a third time, thus dispelling the oldest effect.)
Upgrade the cantrip an additional time. Can be taken multiple times.
Magical knowledge
A lot of this is actually intuition, but it hardly matters for most plebs.
Learn 5 extra arcane spells. At 11th and 12th level learn an extra arcane spell. Gain a +3 bonus to arcana checks.
Magical manipulation
It's actually quite eqasy once you get it.
Learn 10 additional metamagic effects from your lvl 4 sorcerer list. You can sacrifice a potion (such as a health potion that heals at least 2d4+2 health, or a potion that grants at least a +2 bonus to an ability score, or at least a +15 bonus to movement speed) to regain 1 MP (or more, subject to GM.)
If you have innate dispelling, spell redirection, or counterspelling abilities which require a cost, then reduce the cost by 1 (either rest dice, HP dice, or damage to fatigue.) Cannot reduce cost below 0.
Spell Signature
A renowned sorcerer should have a signature spell.
Choose a lvl 1 spell you can cast. You may cast it innately without spending spell slots or rest dice, as a 1st level spell.
Sword and sorcery
True sorcerer kings always wield a blade or weapon of some kind.
Gain proficiency with a light, medium, or large blade. You add your charisma bonus to the damage of the chosen weapon. Touch and melee spell attack type spells can be applied by spending 1 rest dice (in place of a casting time) when landing an attack with the chosen weapon.
True erudition
Magic can certainly help in ones training.
Learn 1 extra language, gain 2 upgrades from the list below:
Gain proficiency with 2 skills of choice.
Gain expertise with a skill you are proficient with.
Gain a +2 bonus to a save of choice.
Gain a +5 bonus to one of your lowest skills.
Learn 3 extra languages.
Draconic blood manifestation
Your blood is mixed with that of the draconic mages.
You gain 1 block at the start of combat. Choose a dragonborn or kobold racial trait and gain it (if already a dragonborn or a kobold, you cannot take the same trait twice.) You are considered draconic for the purposes of spells.
Breath spells you cast have their damage dice increased by 1 dice size category.
Eldrich blood manifestation
You descend from someone who once defeated a very dire curse.
You learn an occult spell of 1st, 2nd, 3rd, 4th, and 5th level. You may cast and treat them as sorcerer spells.
You gain advantage on saves vs magical and psychic abilities originating from eldritch, aberrant, or cosmic entities.
Faeblood manifestation
The blood of an elder race manifests in you.
Gain an elf, firbolg, or gnome racial trait (If already that race, the same trait cannot be taken twice.) Gain a +1 bonus to charisma. Your rest dice maximum is increased by 3.
Moonkyne blood manifestation
Your blood is mixed with that of the moonblood mages.
Your rest dice maximum is increased by 1. During a full moon (or equivalent cosmic event, subject to GM) or a lunar or solar eclipse (or equivalent, subject to GM) overcharge further upcasts spells by 1 level, and you gain regeneration 1.
All bite, claw, and breath spells you cast have their damage dice increased by 1 size category.
Ogz blood manifestation
You have the blood of Og or his followers in you, and as such you still bear its curse, despite the power. Must be dwarf, half-orc, or human.
Your HP maximum is increased by 5, your rest dice maximum is increased by 1. Weapon enchantments that you apply via spells have their duration increased by 1 unit category (rounds > minutes > hours > days > years)
Black pages automatically wither to dust when you touch them.
Paleblood manifestation
You appear to be a descendant of the sorcerer kings that attempted a cataclysmic necromantic experiment.
You gain resistance to necrotic damage. You can speak and understand all undead, and you can spend 1 rest dice to command them to answer truthfully.
Serpentine blood manifestation
Your blood is mixed with that of the serpent mages.
You are immune to poison and acid damage. You gain resistance to physical damage, and gain a +1 bonus to AC. You are considered draconic for the purposes of spells.
Sorcerer line
You descend from several sorcerers, magi, and arcane scholars.
Gain a +3 bonus to social checks with other wizards, sorcerers, magical entities, and arcane constructs and intelligences. Gain a +3 bonus to checks made to interact with magical items and arcane artifacts.
You learn 2 extra arcane spells.
At 11th sorcerer level, whenever you use rest dice to restore spell slots, the cost is reduced by 1 (min 1.)
At 12th sorcerer level, whenever you use rest dice to restore spell slots, the cost is reduced by 1 (min 1.)
At 12th sorcerer level, your spells no longer require concentration. If a spells duration is solely dependant on you maintaining concentration, then they become indefinite until you choose to dispell them.