Sorcerer
Base Class: Sorcerer

Magic is often described as a current, a flame, or a storm—something wild or elemental, something wielded rather than understood. But to a Lawweaver, magic is none of these. Magic is law. It is the architecture beneath all existence, the unseen geometry that determines whether fire burns, illusions deceive, or life persists. Where most sorcerers inherit raw affinity for spellcraft, you inherited something far stranger: an intuitive grasp of the universe’s operating system.

You do not simply cast spells. You edit them.

An Arcane Weaver perceives the Weave as threads of logic and pattern, lattices of intention and consequence. Every spell, regardless of school or source, is built on a scaffold of metaphysical axioms—rules so ancient and fundamental that few mortals know they exist. But to you, these axioms are as visible and malleable as strands of silk. With a gesture, you tighten or loosen a binding constant; with a whisper, you nudge the outcome of a probability cascade. You can amplify a spell’s effect by rewriting its constraints or stabilize a surge of chaotic power by forcing it to obey the geometry of order.

Most practitioners of magic fear wild surges. Arcane Weavers embrace them.

Where others see dangerous volatility, you see an opportunity: a glimpse into the machinery of creation. Your magic does not always behave, and the consequences can be unpredictable—sometimes brilliant, sometimes disastrous. But each surge is a lesson, each disruption a chance to refine your understanding of the laws that govern reality. You channel these instabilities into structured paradigms known as Foundations, each representing a different interpretation of magical law.

Foundations of Law

At 1st level, you gain access to three Foundational Paradigms—subsets of magic-laws you can tune your spellcasting to.

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

Choose one Foundation at the end of a long rest. When you choose a Foundation, you gain: a Foundation Spell List, a Foundation Surge Table, and a passive effect reflecting the magical rules you are channeling.

Arcane Weaver Spells
Sorcerer Level Foundation of Order Spells Foundation of Chaos Spells Foundation of Entropy Spells
1st shield, detect magic chromatic orb, magic missile inflict wounds, bane
3rd counterspell, dispel magic fear, hypnotic pattern animate dead, blink
4th banishment, freedom of movement polymorph, confusion dimension door, blight
5th wall of force, hold monster animate objects, mislead raise dead, antilife shell

 

Foundation of Chaos

You are attuned to the Foundation of Chaos. While attuned you can cast spells from the Foundation of Chaos spell list and gain the following passive ability:

  • Once per turn when you cast a spell of 1st level or higher, you may roll a d6. On a 5–6, the spell deals an additional 1d6 psychic or force damage (your choice). This increases to a d8 at level 7 and a d10 at level 11. On a 1–4, your DM chooses creatures within 15 ft of you to take the additional damage instead.

When you cast a spell you, or your DM, can choose to trigger a Chaos Magic Surge. Roll a D20 and apply one of the results below. Multiple effects can be active at once and are not cancelled out by triggering a new surge, but they do not stack.

(1) You lose the ability to cast cantrips for 1 minute. (2) Your next spell misfires; choose a random target in range (including yourself) to become the new target. (3) Each creature within 15 ft takes 1d6 thunder damage (including you). (4) Gain resistance to one random damage type for 1 minute.
(5) Take 1d10 psychic damage. (6) The target(s) of your next spell has disadvantage on attacks and saves for 1 round as illusions manifest. (7) Roll your surge twice and apply both results. (8) Your next beneficial spell affects a random hostile creature as well.
(9) Gain 1 sorcery point. (10) Your spell deals an additional 3d6 of its damage type to a random target. (11) Deal 1d8 force damage to a creature within 20 ft. (12) Your next area of effect spell increases its range by 10 ft.
(13) Add +1d4 to your next spell attack or save DC. (14) Choose between gaining advantage on Charisma checks and saves OR to impose disadvantage on a creature's Charisma checks and saves. (15) The next creature you deal damage to takes an additional 3d6 psychic damage. (16) Teleport 20 ft. and appear wreathed in shimmering motes.
(17) All creatures within 15 ft. must make a Dexterity saving throw or be trapped in place (restrained) by invisible forces. A creature who fails the save by more than 5 is stunned. Creatures can attempt a Strength saving throw on their turn to escape. (18) You polymorph into a CR 1 creature for 1 round. (19) Attack rolls against you have disadvantage until your next turn. (20) For 1 minute, roll a d20 at the start of each turn. On a 10 or lower your spell fizzles. On an 11 or higher, whenever you successfully cast a spell a random spell known by an ally or enemy is also cast (requiring no slot) targeting a creature of your choice.

Foundation of Entropy

You are attuned to the Foundation of Entropy. While attuned you can cast spells from the Foundation of Entropy spell list and gain the following passive ability:

  • Once per turn, force one creature affected by your spell to subtract 1d6 from its next attack or save (your choice). This increases to 1d8 at 11th level.

When you cast a spell you, or your DM, can choose to trigger an Entropy Magic Surge. Roll a D20 and apply one of the results below. Multiple effects can be active at once and are not cancelled out by triggering a new surge, but they do not stack.

(1) You cannot take reactions for 1 minute.

(2) Reduce one creature’s speed by 10 ft. for 1 minute.

(3) Your AC is reduced by 2 for 1 minute.

(4) Teleport 20 ft; gain 1 AC until your next turn.

(5) Your spell deals necrotic damage to you equal to its level.

(6) Retroactively reroll a d20 you or an ally rolled between your current and previous turn and apply the new outcome.

(7) Your next spell deals only half damage.

(8) Add necrotic damage equal to your Charisma modifier to your next spell attack.

(9) Deal 2d6 necrotic damage to a creature in range of your spell, they cannot take reactions until the end of your next turn.

(10) You take 3d6 necrotic damage.

(11) One target of your spell gains disadvantage on its next Constitution saving throw.

(12) You gain advantage on Stealth checks and Dexterity saving throws for 1 minute.

(13) You gain resistance to necrotic damage for 1 minute.

(14) All creatures within 30 ft take 3d6 necrotic damage and you regain hit points equal to half the damage dealt.

(15) Roll twice; apply both results.

(16) Your speed is halved for 1 minute.

(17) For 1 minute, roll a d20 at the start of your turns. On a 10 or lower, all hostile creatures within your spell's range gain advantage on attack rolls and saving throws, and score a critical on rolls between 18 - 20. On an 11 or higher, you and your allies gain this effect.

(18) You become vulnerable to bludgeoning, piercing and slashing damage for 1 minute.

(19) Your next spell or effect which deals necrotic damage does the maximum amount.

(20) For 1 minute, anytime a spell is cast (by any creature) you can choose to roll on this table and any damage or penalties applied are doubled and applied to the caster.

Foundation of Order

You are attuned to the Foundation of Order. While attuned you can cast spells from the Foundation of Order spell list and gain the following passive ability:

  • When you cast a spell, you may roll a d6. On a 5–6, the spell cannot be counterspelled and ignores advantage on saving throws against it.

When you cast a spell you, or your DM, can choose to trigger an Order Magic Surge. Roll a D20 and apply one of the results below. Multiple effects can be active at once and are not cancelled out by triggering a new surge, but they do not stack.

(1) Gain +3 AC until the end of your next turn. (2) Law Overload: You cannot cast the same spell twice within the next minute. (3) You become restrained for 1 round as the world “fixes” you in place. (4) You gain resistance to force, radiant, or psychic damage (your choice) for 1 minute.
(5) You take 2d6 force damage as the Weave convulses. (6) Your next spell also affects your current target for half damage. (7) One creature of your choice regains 1 spell slot of 2nd level or lower. (8) Roll your surge twice and apply both results.
(9) Your spell deals half damage to you as force. (10) Reduce the sorcery point cost of your next Metamagic option by 1. (11) The duration for all spells within a 20 ft radius pause for 1 round. (12) Your next bonus action spell fails harmlessly.
(13) Gain 1d4 temporary hit points per spell level cast. (14) Your current spell activates at the end of your next turn instead. (15) You randomly target yourself with a spell you previously cast. (16) Reroll a spell attack roll or saving throw.
(17) Teleportation cannot occur within 15 ft of you for 1 round. (18) You cannot teleport or move magically for 1 minute. (19) A 15 ft pulse deals 2d8 force to all creatures, including you. (20) Your initiative increases by +5 for 1 minute.

 

Override Law

When you finish a long rest and choose a Foundation, you now also choose a Law Directive — a rule you impose on magic for the day. Choose a Law Directive from the list below:

  • Directive: Amplify. Your spells of 1st level or higher adds your Charisma modifier to damage.
  • Directive: Suppress. Creatures cannot benefit from advantage against your spell effects.
  • Directive: Refine. You regain sorcery points equal to your proficiency bonus once per short rest.
  • Directive: Stabilize. You may negate a surge entirely (after rolling) once per short rest.
  • Directive: Overclock. Once per turn, increase the spell slot level of a spell by +1 without using a higher-level slot. (You cannot exceed 5th-level slots with this feature.)
Directive: Amplify

Your spells of 1st level or higher adds your Charisma modifier to damage.

Directive: Overclock

Once per turn, increase the spell slot level of a spell by +1 without using a higher-level slot. (You cannot exceed 5th-level slots with this feature.)

Directive: Refine

You regain sorcery points equal to your proficiency bonus once per short rest.

Directive: Stabilize

You may negate a surge entirely (after rolling) once per short rest.

Directive: Suppress

Creatures cannot benefit from advantage against your spell effects.

Anomalous Weaving

You no longer merely manipulate magical anomalies—you can directly rewrite the rules governing spells as they are cast. When you cast a spell of 1st level or higher, you can spend 2 sorcery points to alter the fundamental school governing the spell.

Choose a different school of magic for the spell, the spell is treated as belonging to that school for all purposes. In addition, the spell gains an additional effect depending on the new school. You can apply only one override per spell. 

Abjuration — You can target 1 creature within range of the spell to end a harmful or beneficial magical effect. Unwilling creatures must make a Charisma saving throw against your spell save DC. 
Conjuration — You can teleport yourself or a willing creature within range of the spell up to 30 ft. immediately after casting. 
Divination — You gain advantage on the next attack roll, ability check, or saving throw you make after resolving the spell. 
Enchantment — Creatures affected by the spell must make a Charisma saving throw against your spell save DC. On a failure, the target(s) are paralyzed or stunned until the end of their next turn. If your spell also required a saving throw, and the target failed, they will make the additional save with disadvantage.  
Evocation — The spell ignores resistance and immunity to its damage type. 
Illusion — You become lightly obscured until the start of your next turn. While obscured, melee and spell attacks against you have disadvantage and you have resistance to bludgeoning, piercing and slashing damage.  
Necromancy — The damage inflicted by the spell becomes necrotic and you can distribute temporary hit points to allied creatures in range equal to half of the total damage dealt. Transmutation — The spell flickers with every spell damage type. You can allocate any number of die you roll for damage to deal any combination of fire, cold, lightning, thunder, acid, force, radiant or necrotic. If you roll the same number on any damage type set you can reroll that set and add the new rolls to the damage (once per casting). 

Grand Reweaving

Your mastery of magical law has become so complete that spells bend themselves to accommodate your will.

The rules governing magic around you begin to collapse and reform in real time. When you cast a spell, you can choose one effect per spell spending 3 sorcery points:

Reality Splinter. You duplicate the spell cast. You cast it a second time on a different target without expending an additional slot. (This cannot be used on spells which target multiple creatures but can include concentration spells).

Crown of Constants. The spell lasts for 24 hours until dispelled or dismissed. (Limited to spells that normally have duration, are not resolved instantaneously, and do not require concentration.)

Spell Rupture. Your spell detonates with law-shredding force. The spell's range and area of effect doubles and deals damage as if it was cast using a slot 2 levels higher (ex: a level 5 spell becomes a level 7 spell). This is limited to spells of 6th level or lower. 

Multi-Threading. You may concentrate on two spells at once for 1 minute. If you are damaged, roll concentration checks separately.

You may use Grand Reweaving once per long rest without sorcery points. After that, it costs 3 sorcery points per use (no limit other than points).

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