Sorcerer
Base Class: Sorcerer

Hope. Rage. Sorrow. Emotions are some of the most powerful motivational forces in existence. For the heartborne sorcerer, however, they are a vast well of power yearning to be unleashed in a torrent of fervorous magic.

As a heartborne sorcerer you utilize the power of emotion–be it singular, or the full spectrum–to shape magic to your desire. Perhaps a fateful encounter with a fantastical entity left you with a single, powerful emotion forever stamped upon your soul such as a demon's rage, a dragon's greed, or an angel's compassion. Or perhaps it is not one, but many (or even all) emotions that you draw upon, thanks to deep ties to the Feywild where emotions can run rampant. Whatever the source, you are a force to be reckoned with.

Heartborne Magic
You learn additional spells when you reach certain levels in this class, as shown in the Heartborne Spells list. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Heartborne Spells
1st - faerie fire, magic missile
3rd - spiritual weapon, tasha's mind whip
5th - counterspell, spirit guardians
7th - confusion, sickening radiance
9th - synaptic static, wall of light

Resilient Soul

The strength of your emotions makes it difficult for creatures to sway your resolve. You have advantage on saving throws against being charmed or frightened.
Starting at 3rd level, whenever you fail a Charisma saving throw, you can spend 2 sorcery points to succeed instead.

Soul Armor

Beginning at 6th level, your heartborne magic forms a protective barrier around you. While you aren't wearing armor or wielding a shield, you can add your Charisma modifier to your armor class.

Impassioned Spell

Also at 6th level, you gain the following additional Metamagic option.

IMPASSIONED SPELL
When you cast a spell that targets only one creature, you can spend a number of sorcery points equal to half the spell's level (minimum of one) to force the creature to make a Wisdom saving throw against your spell save DC, or be subjected to one of the following effects until the end of its next turn: the creature is frightened of you, the creature is charmed by you, or the creature becomes enraged and, on its next turn, must use its action attacking the nearest creature to it. You must choose which effect the creature will be subjected to before it makes the saving throw.
   Starting at 13th level, you can use Impassioned Spell even if you have already used a different Metamagic option during the casting of the spell.

Rising Spirit

By the time you reach 14th level, your mastery of emotion has deepened enough to grant you a flying speed of 50 feet, as well as the ability to hover. At 17th level, your flying speed increases to 60 feet.

Heartborne Fervor

Upon reaching 18th level, you can forego your mastery over your emotion, instead letting it consume you and those around you. As an action, choose one of the following effects. All creatures other than yourself in a 30-foot radius from you must succeed on a Wisdom saving throw against your spell save DC, or be subjected to the chosen effect for one minute. At the end of their turn, a creature may repeat the saving throw, ending the effect on a success. A creature that succeeds the saving throw is immune to the chosen effect for 24 hours.
   •Creatures are overcome with devastating fear, and become frightened. While frightened in this way, the only action a creature may take is the Dash action, and the creature must spend its movement trying to get away from all other creatures, preferably behind cover.
   •Creatures are overwhelmed by heartbreaking sorrow, causing them to drop whatever they are holding and become stunned.
   •Creatures are filled with burning rage, and must use their action to attack the creature nearest to them. If a creature is capable of casting a spell that requires it to make an attack roll, it may do so, and if a creature can attack multiple times with one action, it must do so.
   •Creatures are inspired by indomitable hope, granting them a number of temporary hit points equal to your sorcerer level. This option does not require any saving throws, but, if applicable, a creature may immediately make a saving throw against any harmful condition or effect it is currently subjected to.
   •Creatures are filled with empathy and compassion, causing them to become charmed by one another.
Once you use this ability, you can't do so again until you either complete a long rest or spend 7 sorcery points.

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