TEXT:  
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Fury Magic 
  The mark of a deep, unabiding rage surges through your 
  blood, empowering your wrath with arcane devastation. 
  The origin of your sorcerous magic is your anger: as your 
  fury grows, so too does your arcane might, swelling like a 
  wave until all who stand before you are swept aside in a 
  torrent of fire and blood. 
       Perhaps these powers have existed in your family for 
  generations, a heritage of hot-headedness and explosive 
  outbursts, passed from father to son. Or perhaps you are the 
  first in a century to manifest them. Regardless, from the 
  moment your temper first drew forth arcane flames, your 
  life was irreparably changed. 
  Furious Resolve 
  At 1st level, your connection to the furious power of your 
  ancestors hardens your body into steel. Your hit point 
  maximum increases by 1, and it increases by 1 again 
  whenever you gain a level in this class. As well, so long as 
  you are not wearing armor, your AC equals 13 + your 
  Constitution Modifier. 
  Arcane Fury 
  Starting at 1st level, you can tap into the immortal rage of 
  your blood, flooding the world with your magic. As a 
  bonus action on your turn, you can enter an Arcane Fury. 
  While in an arcane Fury, you gain the following benefits 
  while not wearing armor: 
   
   
   
   
  • Once per turn, when you make a spell 
  damage roll, you add an additional +2 to the 
  roll. 
  • 
  When you cast a sorcerer spell that deals  
  damage, you become surrounded by an aura of 
  damaging energy. Until the end of your next turn, any 
  creature that hits you with a melee attack or starts its 
  turn within 5 feet of you takes damage equal to your 
  Charisma modifier. This damage is of the same type as 
  the spell you cast to activate the aura. 
  • You gain resistance to all damage types, except 
  bludgeoning, piercing, and slashing.  
  You cannot concentrate on spells while you are in the midst 
  of an arcane fury. Your arcane fury lasts for 1 minute. It 
  ends early if you are knocked unconscious or if your turn 
  ends and you haven't attacked or damaged a hostile creature 
  since your last turn or taken damage since then. You can 
  also end your arcane fury on your turn as a bonus action. 
       You can enter an Arcane Fury once, regaining your use 
  following a long rest. Starting at 3rd level, you can spend 3 
  sorcery points to enter an Arcane Fury again before taking 
  a long rest. 
  Font of Wrath 
  Starting at 6th level, you learn to use your fury to fuel your 
  spells. Whenever a hostile creature deals you damage, your 
  metamagic effects cost 1 less sorcery point than normal 
  (minimum 1) until the end of your next turn; you also gain 
  this benefit every turn you are in an arcane fury, even if 
  you take no damage. 
       As well, your arcane fury damage bonus increases to +4 
  damage. 
  Frenzied Devastation 
  At 14th level, while in an Arcane Fury, your spells deal 
  maximum damage to unattended inanimate objects. As 
  well, your arcane Fury damage bonus increases to +6 
  damage. 
  Endless Anger 
  Beginning at 18th level, as a reaction when you take 
  damage, you can spend 3 sorcery points to erupt in a wave 
  of fury. If this damage would reduce you to 0 hit points, but 
  not kill you outright, you drop to 1 hit point instead. 
  Additionally, if you are not in an arcane fury, you enter one 
  that lasts until the end of your next turn. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Fury Magic.pdf