Sorcerer
Base Class: Sorcerer

On very rare occasions, a person is born with what is referred to as most as a 'Soul of the Weaver'. Such people have an innate connection to the weave itself, and find themselves to directly control the weave with their bare hands, bending it to cast their spells and to alter the effects of spells around them. How this gift is created is a mystery to all, with mere speculation being behind most claims as to the origin. However, most agree on one thing: It occurs because of some distortion in the weave.....

 

NOTE: The function in dnd beyond of this subclass is designed with the assumption that you have the 'Connection to the Weave' ability active at all times as all parts of the subclass require it. You will have to do manual adjustments if for some reason you do not have the ability active.

Connection to the Weave

In order to properly connect to the weave using your powers you can not be holding anything in either of your hands other than material spellcasting components.  While connected this way, you gain the following traits:

-While you are not wearing armor you gain a natural AC of 13+ your dexterity modifier as you weave a protective aura around yourself similar to mage armor at all times

-When you cast a sorcerer spell you can cast it with somatic components instead of any verbal or non-costly material components it might normally require as you twist the weave with your hands alone

-You can not use arcane focuses (including using abilities from a magical arcane focus), nor can you gain benefits from an arcane focus (including from magical arcane focuses)

Origin Spells

Your connection to the weave grants you the ability to cast additional spells of all fields. While connected to the weave, you can cast the following spells as if you know them:

Lv 1: Absorb Elements, Burning Hands

Lv 3: Arcanist's Magic Aura, Acid Arrow

Lv 5: Lightning Bolt, Protection from Energy

Lv 7: Dimension Door, Vitriolic Sphere

Lv. 9: Arcane Hand, Cone of Cold

 

Origin Spells 2

This is to make dnd beyond work, it does not show up on either the sheet or builder

Origin Spells 3

This is to make dnd beyond work, it does not show up on either the sheet or builder

Origin Spells 4

This is to make dnd beyond work, it does not show up on either the sheet or builder

Origin Spells 5

This is to make dnd beyond work, it does not show up on either the sheet or builder

Twist the Weave

Starting at 6th level, you become able to quickly twist the weave to re-direct a spell or magical effect. While connected to the weave, if you are targeted by a spell that you can see and that can only have one target that was cast within 60 ft of you, you can use your reaction to attempt to cause it to target a different legal target of your choice instead. The caster must then make a charisma saving throw.. If they fail the save, choose a different legal target for the spell within it's original range other than the original caster. The spell then targets the new target instead. If no other legal targets exist within range other than the original caster, this ability has no effect. Once you use this ability you can not use it again until you complete a long rest. 

Distort the Weave

At 14th level, you gain the ability to alter spells as you cast them, causing them to act differently. While connected to the weave, whenever you cast a sorcerer spell dealing acid, cold, fire, lightning, poison, or thunder damage instantaneously, you can spend a sorcery point to twist the spell to deal damage of a different one of those damage types instead. If the spell is able to continue dealing damage after it's casting, that damage is changed to the same element. If a spell deals two (or more) types of damage, each damage type must be altered separately. Any conditions or effects caused by a spell's original type of damage that is not able to be caused by the new one (such as a fireball setting things ablaze, something an iceball definitely couldn't do) do not happen when the spell is altered in this way.

After you use this ability, you can not use it again until the start of your next turn

Enhanced Control

At 14th level your control over the weave grows stronger. While connected to the weave you gain +1 to spell attack rolls

Tune into the Weave

Beginning at 18th level, you have reached the peak of your attunement to the weave and can momentarily tune into it. As an action while you are connected to the weave, you tune into the weave for one minute or until you are incapacitated. While tuned in in this way you gain the following benefits:

-You have advantage on saving throws against spells and magical effects as the weave distorts the spell or magical effect's effects on you

-Distort the Weave can now alter the damage dealt by more spells, allowing you to alter Psychic damage spells and to alter the damage type of spells into psychic damage

-Disort the Weave can now be used twice per round but can not alter spells to deal the same type of damage twice per round (round being determined by the ability's default start of your turn reset)

After using this ability you can not use it again until you complete a long rest

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