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Aether Heart Origin

Source: Compendium of Craft and Creation

Sorcerers of this origin are fueled by a deep connection to raw arcane energy, their soul touched by the raw stuff of the weave itself. Most of them don’t understand their connection to this power, but they can wield it with innate ease, manipulating magic by force of will alone.
Sometimes this is artificial in nature—an ironwrought drawing power from their arcane heart, for example—while other times this marks an individual that was exposed to the raw essence of aether, becoming infused and intrinsically linked to it. They are characterized by an easy affinity of warping magic and ease of manipulating it in its raw and purest forms.

Aether Heart Origin Quirks

The following are some optional quirks for a player of this Origin

d6 Quirk
1 Standing in a high magic area feels like a pleasant sunbathing.
2 Your eyes turn a pale and glowing for several hours after using magic.
3 You are addicted to using magic.
4 You have difficulty using magic when sad.
5 You sometimes see things as they appear to the weave.
6 You idly weave strands of magic around your hands while waiting.

Force Magic

You learn additional spells when you reach certain levels in this class, as shown on the Aetherheart Orgin Spells table. For each level of spells, you can select one of the two spells to learn. You learn the selected spell and it becomes a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Aetherheart Orgin Spells

Sorcerer Level Spell
1st mage armor, magic missile
3rd arcane conduit✧, star dust✧
5th aether lanceK, dispel magic
7th dimension door, force blade✧
9th aether storm✧, wall of force

✧ Homebrew Spells

Aetherborn

When you choose this origin at 1st level, your aether heart gives you several advantages. You have resistance to force damage, and can serve as your own arcane focus.

When you reach 3rd level, you automatically gain the Empowered Spell metamagic option, and can use it without spending sorcery points a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Overcharged Metamagic

Starting at 6th level, you can unleash the power that rages within your heart. When you modify a spell that deals damage with your Metamagic options, you can add your Charisma modifier to one damage roll of that spell.

Arcane Fuel

At 14th level, you gain immunity to force damage. When you would take force damage, you regain health equal to half the damage you would have taken. You can gain a maximum amount of hit points this way equal to your sorcerer level, after which you no longer gain additional hit points until you finish a short or long rest.

Additionally, you learn the spell dispel magic, or another sorcerer spell of your choice if you already know it. Dispel magic doesn’t count against your spells known. When you successfully cast dispel magic or counterspell, you regain an expanded sorcery point (if you are not currently at your maximum) as you draw in the remnants of the broken magic.

Tap Power

At 18th level, you can tap the power that surges through to replenish your magic. As a bonus action, you can expend one Hit Die and regain sorcery points equal to the number rolled + your Charisma modifier. Once you do this, you can’t do so again until you finish a short or long rest.