Khalabaster's Reworked Sorcerer changes:
Catalyst of Power: Starting at first level, your very own being is a source of magic. Your body counts as your own spellcasting focus. Additionally, you know an additional number of spells equal to your Proficiency bonus.
Sorcerous Restoration: At 2nd Level, while during a short rest, you can choose to restore a number of expended Sorcery Points up to half your sorcerer level (rounded up). Once you use this feature, you can’t use it again until you finish a long rest.
Font of Magic options 2nd-level sorcerer feature (enhances Font of Magic): When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.
Imbuing Touch: As an action, you can touch one non magical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to non magical attacks.
Sorcerous Fortitude: As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three Metamagic options of your choice. You gain another two at 10th and another two yet again 17th level. You can use multiple Metamagic options on a spell when you cast it, provided you have the sorcery points to do so.
Limiter: Using a second Metamagic option on the same spell, however, exhausts your more magically; the cost of the more higher sorcery point metamagic is doubled when you do this. Using a third Metamagic option on the same spell doubles the second highest sorcery point metamagic. At 10th level, you can subtract a number of sorcery points equal to your proficiency bonus whenever you expend sorcery points on two or more metamagic on a single spell.
Unbound: At 11th level, you bypass the limitation of the Weave of only casting 1 'leveled' spell per turn. This means that you can cast 2 'leveled' spells in one turn provided you have the means and pre-requisites to do so (i.e. spell slots, components, quickened spell metamagic, etc.).
Capstone: Sorcerer Supreme: At 20th level your master over your sorcerous power is complete and you gain the following features:
• You regain 4 expended sorcery points whenever you roll initiative or finish a Short Rest.
• You can apply an additional metamagic effect to your spells, spending sorcery points equal to the total combined cost of the effects to do so. The metamagic limiter is does not apply to you anymore.
• When casting a spell, you can upcast the spell using your sorcery points equal to the level you are upcasting to. You still use the original spell slot of the original spell. You can use this feature up the number of times of your charisma modifier and restore uses on a long rest.
ORIGIN SPELLS REWORK FOR OFFICIAL SUBCLASSES:
The innate power within you grants you the capacity to cast certain spells by virtue of your Sorcerous Origin. You learn additional spells when you reach certain levels in this class, as shown on the Origin Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be chosen under specific parameters as dictated by your specific origin.
Draconic Ancestry: Evocation and Transmutation from the Sorcerer, Wizard, and Warlock spell lists.
Wild Magic: Enchantment and Abjuration (can be extended to Evocation and Transmutation too as wild magic is random) from the Sorcerer, Wizard, and Warlock spell lists
Divine Soul: Any spell from the Cleric spell list
Shadow Magic: Illusion and Necromancy from the Sorcerer, Wizard, and Warlock spell lists
Storm Sorcerer: Evocation and Conjuration from the Sorcerer, Wizard, and Warlock spell lists
Below would be 5 tables of spells for each of the 5 sorcerer subclasses presented in source books prior to Tasha's Cauldron of Everything.
*the damage type dealt is related to the draconic ancestry of the sorcerer
If this doesn’t work for you, you can grab Burning Hands, Dragon’s Breath, Fireball, Wall of Fire, and Cone of Cold, and make them match the damage type of your draconic ancestor.
Cause Feat -> Cause Fear
Alternate Table:
1 - Absorb Elements, Command
2 - Dragon's Breath*, See Invisibility
3 - Fear, Fly
4 - Elemental Bane*, Polymorph
5 - Cone of Cold*, Hold Monster
*Shadow sorcerers already learn Darkness for free at 3rd level, so that is included in the spell list above.
Alternate Table:
1 - Arms of Hadar, Inflict Wounds
2 - Darkness, Pass Without Trace
3 - Speak with Dead, Summon Shadowspawn
4 - Evard's Black Tentacles, Shadow of Moil
5 - Creation, Dream