Sorcerer
Base Class: Sorcerer

A sorcerer with a special connection to wild magic can make their spells into living variants. Instead of causing magic surges, these sorcerers channel that energy into making the spells they cast come alive, acting as companions that the caster can control. They have one spell in particular that is bonded to them, giving them a source of their power, and if that living spell is ever destroyed, then the caster may become weakened from it. 

Channel Living Spells

Starting at 1st level, you can take spells in your prepared spell list and imbue them with wild magic, turning them into living spells

To make a spell into a living spell, you must first cast the spell and expend the spell slot, then you must spend the amount of sorcery points equal to the spell's level to turn the mundane spell into a living spell. This spell acts as a companion, follows your commands, and will be friendly to those the caster deems as friendly. The living spell deals the damage amount and type of the original spell, or deals the effect upon attacking if the spell does not do damage outright.

The spell's AC equals the caster's AC, and the spell's health equals 10 + Charisma Modifier + Spell Save DC

You can only have 1 living spell summoned at a time, and to unsummon a living spell requires an action to do so. Metamagic does not effect living spells.

The size, shape, and appearance of the living spell is determined by the caster

Connected Cantrip

Starting at 1st level, 1 of the cantrips you know is a living spell. This spell is always casted, acts as a familiar for you, and can still do the normal effects of the normal version of the spell, or do the same damage as the normal spell, including increases in damage when leveling up. This spell does not effect your maximum number of Living Spells able to be summoned at once. 

This living spell has an AC = half the caster's AC, rounded up. Its health is equal to 5 + Charisma Modifier + Spell attack modifier. This spell has the ability of flight, but cannot be more than 100 ft away from the caster, or else it is destroyed instantly.

When your connected cantrip is destroyed, you must make a Charisma saving throw equal to 10 + half the damaged that destroyed the cantrip. If the cantrip is destroyed by being over 100 ft from you, you fail the check automatically. If the check is failed, you gain 1 point of exhaustion, and you cannot create any more living spells until the cantrip regenerates. Any living spells currently summoned immediately get destroyed. The connected cantrip regenerates after 1d4 hours. 

Increased Channeling Power

Your powers in summoning your living spells have grown in strength. Now, whenever summoning a living spell, the cost is the spell slot of the spell + Sorcery points equal to half the spell's level, rounded up. You can also summon this spell as a bonus action instead of an action, allowing you to cast a spell after summoning. If you cast a spell immediately after you summon a living spell, the spell you cast has to be at any level lower than the level of the spell you turned into a living spell. 

Your connected cantrip now has health equal to 10 + Charisma modifier + Spell Attack Modifier, and it's AC equals the caster's AC. Your cantrip can now be 200 ft away from you without being destroyed. However, whenever the cantrip is destroyed, it takes 2d4 hours to regenerate and causes the usual debuffs plus disadvantage to spell attack rolls, and any saving throws have the target get advantage on the saves. 

Living Spell Concentration Expert

At 14th level, you gain the ability to Summon 2 living spells at the same time. You can summon one living spell as normal, and the second living spell has to be either half the level of the first living spell or lower. Any attempt to summon 2 living spells of the same level causes the first one summoned to disappear. Both spells act on your initiative, and can both make attacks against targets. When you summon two living spells, you hold concentration on the second living spell. If you cast a normal spell that requires concentration, the living spell that you are holding concentration on disappears. 

 

Spell Redirect

Starting at 18th level, you can spend 8 sorcery points as a bonus action to take a spell casted by another caster and turn it into a living spell. This spell does not follow your commands, and will attack the caster who tried to cast the spell until either the caster dies or the spell dies. The Living spell summoned this way has 30hp and a AC of 14 no matter your or the caster's stats. This living spell does count towards your max summoned living spells.

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