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The houd byte can put a debuff that, if hit by spell of the same element,gives a sorcery point.
Not at all. You are right about the sorc point gen combo, but the hound itself costs 3 sorc points.
My personal first try will be Hexblade 6/Shadow Sorc 6 for automated and self reproducing pets, with extra smites as a cool bonus using "create spell slot" if those sorc points start to overflow.
However, as a tabletop Shadow Sorcerer player for 2+ years, I am all for buffs! Especially to the Hound. At 6th level, the cost of 3 sorcery points for what amounts to a Hunter's Mark that can't be re-cast feels extravagant, especially if your DM is stingy with the long rests. Only a few levels later it feels even more disappointing when it can't even land an attack because enemy AC starts going up.
It's pretty cool. The Hound has a reaction that creates a minor copy of himself (that doesn't have this reaction but can also ensnare enemies) and a bite that puts a debuf on the target that, if hit by the random element it marks, add a sorcerer point.
https://www.youtube.com/watch?v=B-SCM_OFL38
This guy has beta access and made basic videos explaining the subclasses. Check out how many houds spawn basically without even trying.
There is plenty of videos on YT showcasing it.
Anyways, the Hound is a controllable summon. It has a chance to curse targets to make them vulnerable to either Acid, Fire, Cold, Lightning, Poison, or Thunder damage and done so at random. If the target is hit with a matching element, the Sorcerer regains a Sorcery Point (Chromatic Orb goes Bbbrrrr). When the hound is hit, it splits and all subsequent hounds are AI controlled. The new hounds Howl in a 3m radius causing Necrotic damage plus Ensnare on a failed check (think it's Dex) otherwise half Necrotic damage on success.