Base Class: Sorcerer
The Weave is all and connects all. Weave Shapers have a strong tie to the original creation magic that started the multiverse. Many Weave Shapers believe that all things in existence share the bloodline necessary to become a Weave Shaper. They go around trying to convince others they could do it to if they tried. Whether this is true or not isn't known. Considering the rarity of Weave Shapers it may not be true. Most Weave Shapers can't trace anyone in their ansestry who was a Weave Shaper. Often they do find someone who was some other form of Sorcerer. Some believe Weave Shapers come from an unknown alteration in a Sorcerer's bloodline. This belief is challenged by those who can't find any sorcerers or magic users of any kind in their ancestry. What is known is like all Sorcerers, Weave Shapers bend magic to there whim with little effort and are great allies and fearsome foes.
It's All Magic
Starting at 1st level, you learn the cantrip arcane beam and it does not count against your cantrips known.
When you reach 3rd lvl in this class you have learned to shape and alter the magic of a spell, you can spend 1 sorcery point to change the damage type of a sorcerer spell that is fire, lightning, acid, thunder, poison, or cold to another type that is on this list.
When you reach 6th lvl in this class you have gain the ability to alter more spell types, you can spend 1 sorcery point to change the damage type of a sorcerer spell that is radiant, necrotic, force, or psychic to another type that is on this list.
When you reach 10th lvl in this class your understanding of altering spell types is perfected, you can spend 1 sorcery point to change the damage type of a sorcerer spell of any type on either list to another type on either list.
Weave Senses
At the 6th level you learn to focus on the Weave that is and connects all creation. After not moving and meditating for one minute you gain focus. If you move, are moved, take damage, die, fall unconscious, or take any action other than speaking you lose your focus.
6th level while you have focus you can choose to sense all magical objects within 90 ft of you.
6th level while you have focus you can choose to direct your focus on one magical object within 5ft of you and sense if it is helpful, harmful (cursed), neither, both and/or sentient.
10th level while you have focus you can choose to see into the ethereal plane. You can see 90 ft.
14th level while you have focus you can choose to sense if magical pathways have been opened within 300 ft within the last ten minutes. Also if you are within 10ft of an open magical pathway you can use your focus to see 120ft what's on the other side.
Unbelievable Arcana
At 14th level, you gain the ability to naturally understand most things magical. It's not because you studied it or heard of it, you innately understand it. Additionally you can reopen portals and other magical pathways.
You gain proficiency with Arcana if you don't already have it. You add double your proficiency modifier to any Arcana check and you may choose to use your Cha modifier instead of your Int modifier on Arcana checks.
You can as an action spend 1 sorcery point to reopen any magical pathways created within the last ten minutes if you are within 5ft of were it was created or ended. The path is only reopened until the beginning of your next turn (about 6 seconds out of combat). A creature can spend 5ft of movement to step through the path. They appear within 5ft of the opening on the other side. If the all the space within 5ft is occupied they are forced back though the pathway losing an additional 5ft of their movement. If they don't have the movement remaining they land prone near their entry point.
This ability works on Misty Step, Teleport, Planar Shift, Arcane Gate, Banishment, Blink, Conjure Elemental, and similar magics. Banished creatures can not return using this ability. They can see the pathway put cannot move or be moved through it. Also this ability doesn't work on places warded against entry or exit.
Note: It might not be wise to step through the pathway the Elemental was summon from, but it could be fun. Also, remember something might step out of that pathway.
Beyond Limits
Starting at 18th level, you can gather power of original creation to push beyond normal limits.
If you cast a 1st Lvl or above sorcery spell as a bonus action, you can spend 6 sorcery points to cast one 1st lvl or above sorcery spell as an action.
Additionally when you use this ability your movement speed increases by 10ft, and you gain a special reaction for 1 min. This reaction can only be used when you are hit by an attack, a spell or spell like effect from a creature or object you can see. You can cast a spell attack cantrip targeting only the creature or object that hit you (if the cantrip has multiple attacks they must all target the same creature or object that hit you, if it always hits multiple targets that cantrip can not be used). If it is beyond your cantrip's range, but the creature or object is within your sight, roll at disadvantage, your cantrip has extended range and can reach it during this special reaction.
Note: Warning! This does not turn into three 1st Level and above spells castable with use of Action Surge. This only allows one 1st lvl or above spell to be cast as an action during a turn where a BA 1st lvl or above spell was cast, but the Action Surge's extra action could still be used for a cantrip on the turn this ability is used.
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