TEXT: The Heart of the Misfit
  A sorcerer subclass for those born as singularities, and who will suffer no yoke but
  that of the horizon.
  by Jackson Wagner
  
  Subclass Features
  A Heart of the Misfit sorcerer is one who has wandered far
  and wide, only to find their soul beyond fitting. They thrive in
  the unknown but go their entire lives in search of the place
  where they truly belong. Their power comes from the latent
  magical potential they are born with.
  This magical potential is based neither on lineage, nor on
  unholy bargains, but is simply the mark of a unique creature.
  No two Heart of the Misfit sorcerers are alike, and they will
  often come to blows should they meet. Some thrive in
  subtlety and deception, while others prefer to wear their
  differences proudly.
  Many other wielders of magic spit upon the Misfit
  sorcerers, for they embody a lack of the training and study
  that is required of most wielders of the Weave. To carry the
  heart of the misfit is not to be fortunate, but to break fortune
  like a beast of burden. The shared mantra of the Misfits rings
  out beyond all other description: “Weave of making, growing,
  breaking, you too shall know true discomfit, for I have never
  known fetters I could not shake, nor a rule I could not break.”
  Mastery of Hedges
  At 1st level, your mastery over untaken paths has allowed you
  to acquire skills beyond your normal ability.
  You learn the Druidcraft, Prestidigitation, Thaumaturgy,
  and Minor Illusion cantrips. You are able to cast all of these
  without their Verbal and Somatic components. You may also
  cast all other cantrips without one of their components.
  Cloak of Identity
  At 1st level, your tenuous grasp on reality manifests itself as a
  stunning cloak that is completely unique, but for the number
  of pouches it contains. Should the cloak be destroyed, all
  things within its pockets will be destroyed as well. If the cloak
  is damaged, you may spend an hour during a long rest
  repairing it. If lost or destroyed, you may resummon the cloak
  using a ritual that takes 1 hour and requires 15gp. The cloak
  holds a number of pouches equal to your sorcerer level / 2.
  Each of the pouches can hold up to 13 cubic feet of materials
  that weigh no more than 100lbs collectively. While wearing
  your cloak, your AC becomes 13 + your Dexterity Modifier.
  The cloak itself weighs 1 pound, no matter what is inside the
  pockets.
  At 11th level, the cloak gains a level of sentience and can be
  called upon to accomplish simple tasks. You may give it
  mental commands, and in combat it takes its turn
  immediately after yours.
  Expanded Contortion
  At 6th level, you gain two extra metamagic options:
  Displaced Spell: Spend two sorcery points to make the
  starting location of the cast spell a point within 60ft of your
  character. This cannot be used on spells with a range of self
  or touch.
  Delayed Spell: Spend one sorcery point to freeze a spell
  you cast in time, and release it within a minute of casting it.
  This can only be applied to one spell at a time. If it is applied
  to a second spell, the first immediately goes off.
  At 16th level gain access to this metamagic option.
  Redirected Spell: Spend a number of sorcery points equal to
  the level of the spell caught with the Grasp of Magic feature
  and release it back at the caster using your spellcasting
  modifier and ability score.
  Grasp of Magic
  At 14th level, you gain the ability to pluck magic out of the air.
  You learn the Counterspell and Dispel Magic spells. They do
  not count against your known spells. You may use this ability
  before casting Counterspell or Dispel Magic. If you
  successfully counter or dispel a spell, you gain a number of
  sorcery points equal to half the level of the dispelled magic.
  You may only do this a number of times per day equal to your
  Charisma Modifier.
  Mold the Weave
  At 18th level, your cloak becomes a true reflection of yourself,
  and its existence makes the universe smile. You now have the
  Nondetection spell cast on you whenever you wear the cloak.
  Once per day you may reach into one of your cloak pockets
  and roll a d4.
  1-3: You pull out an item of low value that is not useful in
  your immediate situation. 4: You pull out an item that is
  useful to you in your immediate situation.
  For example, if you're low on health and roll a 4, you may
  draw a healing potion from your pocket.
  Once per 7 days, you may also cast the Teleport spell
  without using a spell slot.
  Note for Dungeon Masters:
  If the "Mold the Weave" ability seems like too
  much work, feel free to replace it with the
  following:
  Loom-Breaker: At 18th level, you learn to parse
  the very nature of the Weave and twist it to suit
  your purposes. You now have Truesight out for 5ft
  and once per day may cast the Demiplane spell as a
  bonus action without expending a spell slot.
  
  Cloak Of Identity
  Medium construct, true neutral
  Armor Class 12
  Hit Points 33
  Speed 10ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
  Condition Immunities Blinded, Charmed, Deafened,
  Frightened, Paralyzed, Petrified, Poisoned
  Senses Blindsight 60 Ft. (Blind Beyond This Radius),
  passive Perception 6
  Languages None
  Damage Transfer. While it is grappling a creature,
  the cloak takes only half the damage dealt to it, and
  the creature grappled by the cloak takes the other
  half.
  Actions
  Smother. Melee Weapon Attack: +5 to hit, reach 5
  ft., one medium or smaller creature. bludgeoning
  damage On Hit: The creature is grappled escape
  DC 13. Until this grapple ends, the target is
  restrained, blinded, and at risk of suffocating, and
  the rug can't smother another target. In addition, at
  the start of each of the target's turns, the target
  takes 10 (2d6 + 3) bludgeoning damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Sorcerer/The Heart of the Misfit.pdf