Base Class: Sorcerer
There are those that seek to purely master the source of the Weave, and control it... even smother it. Eventually, there will come one that knows what the Weave is truly capable of. One who will drag out every ounce of that power, no matter the price. Those who have this source were touched with the very essence of the Weave, and either yearn for more power, channeling as much as possible, or seek to dominate, or perhaps subdue, a force constantly pressing at their minds and bodies.
A spin on the sorcerer subclass by r/NyteShark
Weavebreaker Magic
1st-level WeaveBreaker feature
You learn certain 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 an evocation or transmutation spell of the same level from the sorcerer, warlock, or wizard spell list.
(If applicable, replace Shield with Witch Bolt and Banishment with Otiluke's resilient sphere)
Weavebreaker Spells
Sorcerer Level | Spells |
---|---|
1st | bane, shield |
3rd | hold person, shatter |
5th | lightning bolt, slow |
7th | banishment, storm sphere |
9th | wall of force, telekinesis |
Unstable Sorcery
2nd-level WeaveBreaker feature
You are able to infuse your magic with dangerous, near uncontrollable, energy pulled from the Weave.
Before you cast a sorcerer spell of 1st level or higher, you can cause the spell to become unstable infusing it with more raw power of the Weave than necessary. An unstable spell gains a number of d4's equal to the level of the spell slot expended plus any sorcery points spent while casting the spell (sets of 3d4 must be replaced with 1d12, and sets of 2d4 with 1d8). These dice become force damage, which can be directed onto a creature in one of the following ways, at which point the dice are expended.
- If any unstable spell you cast has an attack roll and hits, then one of the targets that was hit takes the extra damage.
- If any unstable spell you cast forces one or more creatures to make a saving throw, then one of the targets that failed 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.
Otherwise, if no other creature takes this extra damage before the duration of the unstable spell ends, you suffer it, expending the dice.
Mystic Rebuke
6th-level WeaveBreaker feature
You have become familiar with manipulating the near overwhelming force of the Weave, developing a technique to wreak havoc upon, and rebuke magical energies of, an enemy.
When you are forced to make a saving throw against a magical effect, you can use your reaction to immediately spend up to 3 sorcery points to deal 1d12 force damage for each sorcery point spent to the source of the magical effect, provided that you can see it and it is within 60 feet of you.
Once you've taken this reaction, you can't do so again until you finish a short or long rest.
Volatile Sorcery
14th-level Weavebreaker feature
Your magic, fueled by your growing dominion over the Weave, becomes more inherently dangerous. You are able to wrest more out, but at even greater costs.
You no longer have to replace sets of d4 when casting an unstable spell. In addition, you can split those dice between multiple targets during the spell, each of which must qualify for taking damage.
You may now also make an unstable spell into a volatile spell. A volatile spell functions exactly like an unstable spell, except the base damage die increases from 1d4 to 1d12. Additionally, after a volatile spell ends, you suffer 1d8 force damage for each extra die on the volatile spell.
Surge of the Weave
18th-level WeaveBreaker feature
As an action, you can channel explosive amounts of the Weave through your body. You and every creature within 30 ft of you must make a Constitution saving throw. On a failed save, an affected creature takes 4d12 force damage and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned.
You may then immediately cast a spell with a casting time of one action provided you are not stunned.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 10 sorcery points to use it again.
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