Subclass made for Subclasstember 2023, using both lists I've reblogged
You were born without a heart, unable to live without aid. To save you your parents made a deal with a witch to give you a heart of clockwork, one that can keep you alive forever-so long as you remember to wind it.
Those that harness the power of the Wind Up Heart for their own magic can become very powerful sorcerers, making their spells more powerful by winding up their heart more than necessary. However, to truly get the most out of their power, they must spend a lot of time doing this.
Clockwork Heart
1st level
Your heart is artificial, requiring it to be wound up every day to stay alive. However, it is not only a source of magical power, but the heart also prevent non magical aging.
Wind Up
1st level
As an action you may choose a spell that uses dice for its effect, damage, or healing to cast, then declare a number of turns up to your sorcerer level. For the amount of turns chosen you are unable to cast spells and are considered concentrating on the chosen spell, but on the turn after the last one you will cast it adding a number of dice(size dependant on the spell)equal to the levels spent charging.
If you lose concentration, the wind up is disrupted and the spell slot is wasted.
Quick Charge
6th level
By using sorcery you may increase your wind up speed, although the immediate cost is greater. By spending 2 sorcery points you may quickly wind up your heart as a bonus action, adding 2 dice to any spell you cast this turn.
Quick Time
14th level
Tactical thinking requires a keen eye, and a keen eye allows for quick movements. When using Wind Up, you may tale the dodge action as a bonus action.
Overclock
18th level
Sometimes you have to throw caution to the wind, and deliver a decisive blow in the form of two strikes rather than one. Once per long rest when you use wind up, you may spend 4 sorcery points to cast two spells of the same level, but can only charge them for half the time.