Sorcerer
Base Class: Sorcerer

The live magic sorcerer, born or raised with a deep connection to life and magic, has a "lifepool" that they can infuse into their spells that turns that spell into a living spell creature, that can be controlled for a limited number of turns for free before dissipating. A cast spell can also randomly turn into a living spell, drawing from your lifepool to come alive. These random spells do not dissipate, however you are required to use your bonus action to attempt to tame the spell for a turn. If you fail to tame the spell, it becomes untethered from your influence and attacks random creatures on the field, including yourself and your party members. The living essence you infuse in spells comes from a limited pool. When a second living spell is created, you can choose to either destroy the first living spell and transfer the living essence into the second, or to keep the first spell alive and forgo the creation of a second.

Life Infusion

Somewhere within you there exists a small pool of magical life, containing one Life Point (LP) at Level 1, two LP at Level 6, three LP at Level 14 and four LP at level 18. When casting a spell, you can choose to expend a LP to infuse the cast spell with life, causing it to become a Live Magic Creature. This creature stays alive for a number of turns equal to your proficiency bonus (eg, the creature stays alive for 4 turns at 10th level).

Occasionally, you experience a surge of magic, and accidentally infuse a spell with life. This happens when you roll a 1-5 on a hit, and expends one LP to create a living spell. This untamed spell was accidentally created, and thus does not have a limited lifespan like a normal Live Magic Creature. Due to the lack of intention, the spell constantly tries to break free from your influence. To stop the spell from breaking free, you can use your bonus action to "tame" the wild spell, allowing you to control it for a turn. The save for this is a wisdom save, equal to your own spell save DC. If you fail your roll, or choose to not tame the spell on your turn, the spell breaks free from your influence and begins attacking random creatures in the turn order, including you and your party. 

The living essence you infuse in spells comes from a limited pool. When a living spell is created but your life pool is empty, you can choose to either destroy an existing living spell and transfer the living essence into the newly cast one, or to forgo the creation of a new living spell and keep your essences in your existing spells.

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