Mercurial Soul

The magic that you possess comes from a deeper connection to your inner self. You may have studied arcane principles and applied them to your own body, or potentially meditated with monks to find enlightenment, or your magic may have arisen from the experimentations of a mad wizard. The magic draws upon the power of your soul to fuel your spells.

You are able to change the natural flow of energy in the world, using it to cast your spells or to create disparity in the world. Your soul is added to this flow and you are affected by the tides of arcane energy. In areas rich with magic you are energized, and in regions bereft of it's influence you feel lethargic and sickly.

Arcane Vitality

Starting at first level, you may as a bonus action on your turn expend a spell slot to heal 1d8. If a higher level spell slot is used, the healing increase by 1d8 per spell slot above first level.

Draw on Vigor

Starting at first level, you are able to regain some of your spent magic ability at the cost of your vigor. As a bonus action you can regain a first level spell slot, in addition you suffer 1d4 damage and your hit point maximum is reduced by the same amount. You may use this feature to gain a higher level spell slot once you gain access to higher level spells, to a maximum of 5th level spell slots. The damage and hit point reduction increases by 2d4 per spell slot above first.

This feature may be used a number of times up to your charisma modifier(minimum of 1), you regain all uses on completion of a long rest, additionally any reduction in hit points due to this feature is restored as well.

Empowered casting

At 6th level you gain the ability to channel the latent magical force in the world through your body. When you cast a spell of first level or higher, you may spend a sorcery point to activate this ability and enter an empowered state. While the ability is active, when you use your action to cast a spell you may cast a sorcerer cantrip with a casting time of 1 action as a bonus action. At the start of each subsequent turn, you must expend a sorcery point to maintain the empowered state. If you do not have any sorcery points available, you may instead suffer 1d6 damage and lower your hit point maximum by an equivalent amount, at the start of the turn.

Once you use this ability, you must complete a long rest to regain the use of this ability, additionally any reduction in hit points due to this feature is restored as well.

Manipulate Flow

At 14th level, when you use the Arcane Vitality feature to heal, you may add your charisma modifier to the amount healed.

Bribe Death

At 18th level you have mastered control over your soul and manipulation of the world with it. When you are reduced to zero hit points, you may as a reaction use this ability to instead be brought to one hit point. On your next turn you may use a bonus action to heal 1d8 per sorcery point expended, to a maximum of 5d8.

You must finish a long rest to regain the use of this feature.