Sorcerer
Base Class: Sorcerer
Darkin Sorcerer are able to manipulate magic to combine and modify spells similar to Meta magic but more extreme, his talent is to experiment until he gets what he needs, moving Weabe's ropes to his liking.

Movement of Weabe

At 1st Level, you can Learn 2 cantrips from any other class as well a 1 extra spell from any class. you can learn 3 new Spell at level 6, other 3 at level 14, and when you hit level 18 you learn 5 new Spells of Any class.

Craft of Magic

 A primer nivel como acción, Puedes usar Sorcery Points para combinar Hechizos, a partir de primer nivel puedes crear tus propios hechizos usando sorcery points y otros hechizos que conozcas según la siguiente tabla.

Cantrip

1 Sorcery Point

1lvl

2 Sorcery Point

2lvl

3 Sorcery Point

3lvl

5 Sorcery Point

4lvl

6 Sorcery Point

5lvl

7 Sorcery Point

 

 

 

 

Requisitos: Los hechizos deben ser del mismo nivel entre si. si los hechizos de contradicen o causan problemas en su funcionamiento la unión es imposible.

Puedes lanzar el hechizo creado usando 1 Spell Slot (Si necesario) del nivel de los Spell usados para su creación (EJ; Usar 2 hechizos nivel 1 para un hechizo combinada necesitaría un Spell Slot de nivel 1 para ser lanzado)

La fusión de hechizos de organiza de la siguiente forma: Eliges 2 hechizos, el primero como Hechizo principal y otro como Hechizo secundario, el efecto del hechizo, el hechizo principal sera lo que esencialmente causara el hechizo y este sera considerado un hechizo de esa escuela de magia, (EJ; si eliges Eldritch Blast como Hechizo principal, este sera considerado un hechizo de Evocador indiferentemente de la elección de hechizo secundario), después el hechizo secundario añadirá su efecto como afecto adicional al hechizo, entre los CASTING TIME, RANGE/AREA, COMPONENTS and DURATION de ambos hechizos deberás Tomar la Medio entre ambos (RANGE/AREA, DURATION), la suma de sus partes (COMPONENTS) O el mas Bajo (CASTING TIME). (EJ; Si unes el Cantrip Eldritch Blast como principal y el Cantrip Thunder Clap como secundario el hechizo seria:

Thunder Blast Casting Time: 1 Acción, Range/Area: 25ft, Component: S-V, Duration: Instantáneo SCHOOL: Evocation, ATTACK/SAVE: Ranged/CON save, DAMAGE/EFFECT: Force/Thunder: Haces un Spell attack general contra todas las criaturas en el area salgo tu, todas las criaturas golpeadas reciben 1d10 de daño Force, adicional mente las criaturas golpeadas debes pasar un CON save o recibir 1d6 de daño Thunder.)

Hechizos combinados de nivel no pueden ser lanzados con Spell slots superiores a su nivel, pero los Cantrips combinados si mejoran sus características.

(El nombre del hechizo fusionado puede ser una combinación de ambos nombres o uno totalmente nuevo) (estos hechizos combinados no pueden replicarse de ninguna forma por ningún individuo o escribirse en Scrolls)

Extended Meta-Magic

hasta (1 + Charisma Modifier) veces por Long rest puedes usar tu Meta-Magic Feature sin gastar Sorcery points. adicional mente aprende una nueva forma de Meta-Magic.

Distortion of Weabe

Como acción, Usando 2 o + Sorcery Points puedes sacudir la Weabe a tu alrededor causando una descarga de magia descontrolada que produce los efectos de la Wild magic Table 1 (+1 por cada Sorcery Point adicional a partir de 2) vez/veces. tira 1d100 (+1 por cada descarga de Wild Magic adicional) y elige a quien afecta que efecto dentro de las criaturas que tengas a la vista. (Cada criatura excepto el jugador solo puede ser sujeto de un efecto de Wild Magic). Solo puedes usar esta habilidad una vez por Long Rest.

d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You regain all expended sorcery points.

Mirror of Weabe

Cuando otro usuario de Spellcasting lanza un Hechizo dentro del rango de visión del Darkin Sorcerer, este como reacción puede gastar 1 Spell slot del nivel basico de ese hechizo o Sorcery Points para el nivel básico de ese hechizo para lanzar ese hechizo independientemente del Casting time de dicho Spell, solo puedes usar esta habilidad (1 + Half your Charisma modifier rounded Down) por Long Rest.

Strings of the Arcane

como una acción creas a 60ft a tu alrededor una zona de Hilos de Weabe por 1 hora o hasta que la quieras desvanecer, en esta Zona los Hilos son visibles para todas las criaturas y no puedes usar la meta-Magic Subtle Spell

Adicional mente ganas los siguiente beneficios:

  • Ganas +1 de AC
  • Puedes Moverte +20ft
  • Ataques de oportunidad contra ti tienen desventaja
  • Tienes ventaja en DEX y CON saves
  • Tus hechizos de daño causan 1d12 de daño adicional.
  • Cada vez que una criatura lanza un hechizo puedes hacer que lance 1d20 y si sale 10 o menos este recibe (1d12 + Spell Attack Modifier) de daño Force
  • Cada vez que lanzas un hechizo, ganas 1d12 + 1 de Temparaly HP (acumulable)
  • Puedes hacer la acción Grapple a 10ft de distancia usando los hilos de Weabe, si lo haces en vez de Strength (Athletics) usas tu Spell Attack Bonus.
  • Si no tienes Spell Slots, al principio de cada uno tus turnos gana 5 de Sorcery Points.

Puedes usar esta habilidad una vez por Long Rest.

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