Sorcerer
Base Class: Sorcerer

The first Weaver, Era Morkiwa, was born under a Dark Star and was connected to the Weave through this event. The knot in the weave left her with body fused with Arcane Magic and modified her body. She was able to temporarily become smarter or stronger when she needed to be. Over the years, they were able to effect their abilities and increase them to gain bonuses to their ability, in exchange their body takes some damage.

Arcane Upgrade

At 1st Level, you can use Sorcerer Points to add ability points into your abilities for a temporary amount of time. 1 Sorcerer Point can be added to a skill for an additional bonus to the skill that can be added to it. This effect lasts for 1 minute.

Enhance!

At 1st Level, you can focus all your power into a specific part of your body to create powerful attacks or quicken your speed.

  • Attack Enhance - - -

As a bonus action, You can use an attack to blast a creature back with an unarmed attack. You spend a number of sorcerer points to have the creature pushed back away from you. You make a melee attack, and it it hits it causes 1d8 damage + Your Strength Bonus.

If you hit or miss, the force from your attack creates a gust of wind powerful enough to blow the creature back.  The creature makes a Strength Saving Throw, if that creature fails, they are blown back 5 ft. per Sorcerer Point used and knocked prone. If they succeeded, they are not knocked prone and only move back half the amount of feet.

  • Movement Enhance - - -

As a bonus action, You can move 5 ft. and increase your jump distance by 1 ft. per added Sorcerer Point.

  • Consequences - - -

Your connection to the knot creates a feedback, whenever you used one of the abilities as a bonus action. At the end of your turn, you must make a Constitution saving throw. the DC being 10 + the amount of Sorcerer Points you spent. If you fail the save, you take 1d10 bludgeoning damage.

Full Throttle!

 At 6th Level, you can focus your power throughout your whole body. You can make the effects of Enhance more stable, while your strength is diminished. You cannot use an Enhance abilities during this time.

Using 3 Sorcerer Point, you can use a bonus action and power your whole body with the Weave. Your movement speed is increased by 30 and your jump distance and height is increased by ten. Your fists alone can rival that of monks. Your punches are now worth 1d6.

For every additional Sorcerer Point, you add +1 towards damage on punches, 5 feet to movement and jump distance.

You can hold this power longer than "Enhance!"as well. After every turn it's activated, you have to make a Constitution Saving Throw. The DC for the saving throw is 10 + (# of turns using the power.) The ability ends after a failed save.

Limit Breaker!

At 14th Level, you gain more power and focus to the point of almost breaking bones and changes your look. Your hair becomes white and fire seems to resonate from your eyes. This consumes 10 Sorcerer Points.

Now every Sorcerer Point spent after the initial 10, adds +3 to damage on punches, 10 feet to movement and jump distance.

Such a massive amount of power must be kept in check by the CON saving throw as well with the DC being 12 + (The number of turns Limit Breaker is active) or spending 2 SP to keep it going.

Can't Stop Me Now!

At 18th Level, you gain full control over your power. You now only need to spend 1 SP per turn to keep “Limit Breaker! Or “Full Throttle” going.

You are immune to being petrified and paralyzed. You gain advantage when trying to be grappled and restrained.

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