Base Class: Sorcerer
You were born from the Weave, created by pure magic, allowing you to form bonds with the Arcane that others could not. You might be from a whole tribe or family of such people or you might be a unique phenomenon.
Being born from the Weave allows you to have a grasp of the intricate workings of it, allowing you to modify the very strands of magic itself, long after the caster has woven them together. You specialise in altering the Arcane energies around you to your design.
Weaver's spells
1st level Arcane Weaver feature
You learn additional spells when you reach certain levels in this class, as shown on the Weaver's 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 a divination or an abjuration spell from the sorcerer, warlock or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | detect magic, mage armor, mage hand |
| 3rd | arcanist's magic aura, spiritual weapon |
| 5th | dispel magic, magic circle |
| 7th | greater invisibility, polymorph |
| 9th | telepathic bond, wall of force |
Arcane understanding
1st level Arcane Weaver feature
Your deep connection with the arcane has widened your knowledge of magic. You gain proficiency in the Arcana skill.
Additionally, as a reaction, you can give yourself or another creature within 30 feet of you advantage on their saving throw against a spell or magical effect you can see. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses whenever you finish a long rest.
Arcane adaptation
6th level Arcane Weaver feature
Your heightened connection to your powers allows you to connect with the weave of arcane energy that flows through spells, allowing you to alter them even after they have been cast. You may use your metamagic adaptations on any spells that you have cast, do not have a metamagic adaptation already (unless otherwise specified) and are currently still active. Starting from level 10 you can also use this on allied spells and at level 17 on enemy spells. Consult the list below for the exact effect of metamagic adaptations on spells that are already cast. Whenever you use this feature you must be able to see the spell and it must be within the same range as the original casting of the spell. I.E. if you were to lengthen the duration of shillelagh, you need to touch the weapon in question. If you were to increase the size of fog cloud, you need to be within 120 feet.
Careful Spell
You can use a Bonus Action to spend 2 sorcery points to choose a number of creatures up to your Charisma modifier (minimum of one). The chosen creatures automatically succeed on saving throws against the specific spell and are free from negative effects besides damage from the spell.
Distant Spell
You can use a Bonus Action to spend a 2 sorcery points to double or halve the size of an area of effect spell.
Empowered Spell
You can use a Reaction whenever an ally (level 10) or an enemy (level 17) casts a spell to spend 1 sorcery point to make them reroll an amount of damage die equal to your Charisma modifier (minimum of 1) and they must use the new roll.
Extended Spell
You can use a Bonus Action to spend 1 sorcery point to double the duration of a spell that has at least a duration of 1 minute.
Heightened Spell
You can use a Bonus Action to spend 3 sorcery points to target one creature within the spell's effect. They have disadvantage on saving throws against the spell and their movement speed is halved.
Quickened Spell
You can use a Bonus Action to spend 1 sorcery point to halve the duration of a spell that has at least a duration of 1 minute.
Seeking Spell (optional)
You can use a Reaction whenever an ally (level 10) or an enemy (level 17) casts a spell to spend 2 sorcery points to make them reroll the d20 and they must use the new roll.
Subtle Spell
You can use a Reaction whenever an ally (level 10) casts a spell to spend 1 sorcery points to allow them to cast it without any somatic and verbal components.
Transmuted Spell (optional)
You can use a Bonus Action to spend 1 sorcery point to change the damage type of a spell from one of the listed types to another of the listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
This metamagic option works the same as Distant Spell.
Brazen weaver
6th level Arcane Weaver feature
Controlling the arcane is an easy task for you due to your deepened understanding of the Arcane, even under stress. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Additionally you gain Expertise in the Arcana skill
Arcane shift
14th level Arcane Weaver feature
Your understanding of the Arcane has taught you to move along with the weave of magic, allowing you to move at incredible speeds. As long as there is a magical effect present within 30 feet of you you can use your Bonus Action to teleport up to 120 feet. The new location must be within your line of sight.
Arcane stasis
18th level Arcane Weaver feature
You are the Arcane and the Arcane is you. As an action you can entangle yourself with the Arcane energy around you and bend it to your will. You magically sense all magical effects within 60 feet of you and know what school they are from. Additionally, as part of this action, you may use your arcane adaptation on any amount of spells within this range, up to your Charisma modifier (minimum of 1). Doing so doesn't spend additional sorcery points. When using this feature you may forego the normal range specifications of arcane adaptation, I.E. touch spells can be influenced if they are within 90 feet. After you have used this feature you can't do so again until you finish a long rest. You alternatively may spend 5 sorcery points to use this feature again.







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