Base Class: Sorcerer
The Weave is considered many things, including Mystra's body, the source of magic, all the studies of casters, arcane and divine alike, and the many energies and forces that existed around the planes. Many see it as a "fabric" on which magic is "drawn", and damaging the fabric causes magic to go awry. Casting a spell is equivalent to telling the Weave to rearrange itself to create an effect.
At some point in your past or lineage you were imbued with the threads of the Weave either through divine providence or arcane experimentation. This manifests by having an acute symbiosis with magic itself, making it almost second nature to cast spells.
Arcane Eyes
Starting at first level, you are considered to have expertise in Arcana, and your proficiency bonus is doubled for any ability check you make that uses it.
In addition, you can cast the spell Detect Magic without expending a spell slot a number of times equal to your Charisma modifier, minimum of 1.
Innate recovery
You have learned to recover some of your magical energy by communing with the Weave. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Weave Spells
Your mastery of the weave allows you to use spells at the cost of sorcery points. The cost is determined by 1 + the spell's level. These spells do not count against the number of spells you know but can only be cast using sorcery points and not spell slots.
The spells you are able to cast in this way are listed in the following table:
Sorcerer Level |
Spells |
---|---|
6th | jump, shield, thunderwave |
8th | blur, levitate, misty step |
10th | counterspell, lightning bolt, tongues |
12th | dimension door, greater invisibility, polymorph |
Magic Mind
Starting at 14th level, you can choose a spell from the wizard spell list as well as the sorcerer list. Whenever you gain a new level in this class you can choose a new wizard spell to add to your list. They count as sorcerer spells for you and use your charisma score.
In addition, you may add your charisma modifier to your initiative rolls.
Floodgates of Magic
Starting at 18th level, you gain the ability pluck spells from the weave itself during periods of rest. You can now change your list of known spells when you finish a long rest. Preparing a new list of sorcerer spells requires time spent in concentration and meditation: at least 1 minute per spell level for each spell on your list.
In addition you gain a new way to spend sorcery points. When you cast a spell you can use sorcery points to cast them at higher level at a cost of one point per level. For instance if you cast a 1st level Magic Missile, you can spend 1 sorcery point to cast it at 2nd level. The spell slot is still expended at the base level of the spell.
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