Sorcerer
Base Class: Sorcerer

There are those that seek to master the weave, control it even smother it. But eventually, there will come one that knows what the weave is truly capable of. One who will drag every ounce of that power out of the weave, no matter the price.

Weavebreaker Magic

1st-level Weavebreaker feature

You learn additional spells when you reach certain levels in this class, as shown on the Weavebreaker Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Weavebreaker Spells
Sorcerer Level Spells
1st shield, witch bolt
3rd hold person, [Tooltip Not Found]
5th counterspell, dispel magic
7th banishment, resilient sphere
9th antilife shellwall of force

 

Siphon Life

1st-level Weavebreaker feature

Starting from 1st level, you learn how to siphon energy from those you slay with magic.

Whenever you reduce a creature to 0 hit points with a spell you cast, you gain temporary hit points equal to your Charisma modifier (minimum of 1).

 

Unstable Sorcery

1st-level Weavebreaker feature

Also a 1st level, your magic is infused with dangerous energy.

Whenever you spend sorcery points (not converting them to spell slots), a creature must take 1d6 force damage for each sorcery point spent. This damage can be directed onto a creature in one of the following ways:

  • If you cast a spell that has an attack roll and hits, then one of the targets takes the extra damage.
  • If you cast  a spell that forces one or more creatures to make a saving throw, then one target that fails its saving throw takes the extra damage.
  • If there is a willing creature within 5 feet of you, then they may take the extra damage (no action requires).

If no other creature takes the extra damage before the end of your next turn, you suffer it.

Mystic Manipulation

6th-level Weavebreaker feature

Weave flows through you with fervor and is as easy to channel as breathing. You have resistance to force damage.

Whenever you successfully cast counterspell, you can spend sorcery points equal to the countered spell's level (minimum of 10 to reflect that spell to a new target within 60 feet of you. That spell is cast using your spellcasting modifier and DC, and you choose the new target(s), no matter the range of the original spell. You can't apply Metamagic options to the reflected spell.

Whenever you successfully cast dispel magic, you regain expended sorcery points equal to your Charisma modifier (minimum of 1).

Volatile Sorcery

14th-level Weavebreaker feature

At 14th level, your magic becomes even more dangerous.

Unstable Sorcery's damage per sorcery point increases to a number of d6's equal to your Charisma modifier (minimum of 1d6), and you can split that damage across multiple affected creatures.

Sever the Weave

18th-level Weaverbreaker feature

At 18th level, you have gained total control over the weave around you. You learn the antimagic field spell and can cast it once without expending a spell slot. When you cast it, you ignore the effects of the spell.

Once you cast it in this way, you must finish a long rest before you can do so again.

Previous Versions

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5/3/2024 10:13:07 PM
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