Scion of the Ur-Golem
Your innate magic comes from your magical core, a bud of energy that traces it's line all the way to the Ur-Golem themself. Usually, it is only True Golems who boast this origin, as they all hold a direct line back through the ages to the Ur-Golem, but in a wide world full of magic, who is to say some flesh and blood mortal hasn't been imbued with the touch of the Ur-Golem's light?
Spark of the Ur-Golem
Whereas other sorcerers use the force of their personality to effect change in the world, you exert your influence through the mystical core of your body. Constitution is your spellcasting ability, rather than Charisma.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier.Any other references to your Charisma modifier or score in other sorcerer abilities, instead use your Constitution modifier or score for you.
Spirit Projection
You learn additional spells when you reach certain levels in this class, as shown on the Ur-Golem Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
Level | Spells |
---|---|
1 | Magic Stone, Shield, Absorb Elements |
3 | Gentle Repose, Spiritual Weapon |
5 | Melf's Minute Meteors (force damage), Life Transference |
7 | Stone Shape, Aura of Life |
9 | Animate Objects, Destructive Wave (force and radiant damage) |
Overflowing Core
Starting at 6th level, as long as you have at least 1 sorcery point remaining, you can cause your body to emit light, as per the Daylight spell.
Font of Power
Starting at 14th level, you can expend your physical health to regain magical energy. Whenever you take a short rest, you may spend your Hit Dice, one for one, to regain Sorcery Points.
Meltdown
At 18th level, you can fully unleash your magical core to deal devastation to your foes as an action. When you do this, you spend all of your remaining Sorcery Points and retreat your essence (and all of your gear) into a small gemstone in your core, which falls to the ground where you stood. While in this form, you have resistance to all damage, and are considered unconscious. You immediately begin a short rest, and when complete, your body reforms around the gemstone.
Each creature of your choice within 60 feet must make a Dexterity saving throw against your spell save DC. If they fail, they are stunned for one round and for each sorcery point expended take 1d12 force and 1d12 radiant damage. If they succeed they take half damage, and are not stunned.