Base Class: Sorcerer
Your magic comes from a great oracle. Whether through descent by blood, by rite, or by accident, you have the ability to spin magical threads from magic and physical materials which you are then able to craft by your chosen means into workable spells. As one touched by an oracle you have a strong penchant for divination magic, and can use your creations to warp or investigate the very threads of the physical realm itself.
You may choose to craft your spells by tatting, knitting, weaving, nahlbinding or another method of textile production. You'll need to develop dexterity with your chosen means of crafting, to be able to cast spells when needed.
*Update 14/09/2021: Fixed Touch of Delphi spells to assign at the correct level. Changed Touch of Delphi spells to use spells slots.
Gift of Clotho
At 1st level when you choose this sorcerous origin, you begin to understand how to manipulate the threads of magic you see to make use of them for yourself.
If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
The Touch of Delphi
You learn additional spells when you reach certain levels in this class, as shown on the Oracle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| SORCERER Level | Spells |
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1st |
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3rd |
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5th |
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9th |
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15th |
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17th |
Gift of Lachesis
Beginning at 6th level, you gain greater understanding of the magical threads that allows you to create imbued pieces of passementerie or textile decoration. During a long rest, you may create a magical piece of passementerie or textile decoration with your tool of choice which functions as a charm, bestowing one of the following benefits to whoever wears the item of clothing it has been applied to:
- Choose one ability of your choice. While the charm is applied, the creature has advantage on ability rolls.
- While the charm is applied, the creature gains a bonus to their AC equal to 1/2 your proficiency bonus.
- While the charm is applied, the creatures base movement speed is increased by a number of feet equal to 1/2 your proficiency bonus times 5.
You may have one charm active at a time. The charm lasts for 12 hours times your spellcasting modifier, at which point the charm becomes non-magical and inert. It no longer functions as a charm but can be sold for silver equal to 1d6 plus your spellcasting modifier.
The Sun God's Foresight
As you reach 14th level, you have a greater understanding of the threads that bind yourself and your companions. You learn counterspell. As a reaction when you or an ally within 30ft of you is targeted by a spell, you may choose to cast counterspell at a level equal to your proficiency bonus without expending a spell slot. You may use this ability a number of times each day equal to your spellcasting modifier.
Gift of Atropos
At 18th level you realise your full ability to manipulate the magical threads. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Wisdom saving throw. On a failed save, a creature takes 3d10 psychic damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/14/2021 1:05:09 PM
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13
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4
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0.5
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Coming Soon
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