Mark Of The Weave I Image

Unique Feat

You gain the following benefits.

Absorb Magic. When you touch a magical effect from a 1st-level spell or cantrip, you can use your reaction or action to attempt to absorb it. You can also attempt to absorb the magic from a Common magic item by spending 1 uninterrupted minute in contact with it outside of combat. To absorb magic, you must succeed on a Charisma saving throw against a DC based on the spell or item:

Source DC
Cantrip 13
1st-level spell 15
Common magic item 15

You can’t attempt to absorb spells of 2nd level or higher, or items of Uncommon or greater rarity. If you fail to absorb a magic item, you can’t attempt to absorb it again for 24 hours. 

On a successful save, the spell has no effect, or the item becomes permanently nonmagical. You gain Weave Charges based on the source:

Source Charges
1st-level spell 1
Magic item 1

On a failed save, you take 1d4 force damage per spell level (or 1d4 for magic items) and immediately gain 1 level of Exhaustion. You gain no benefit from the attempt.

You can store up to 3 Weave Charges. 

Channel the Weave. You can expend Weave Charges to use one of the effects described in the table below. 

 

Charges Spent EffectS

1

Cast a cantrip from any school. 

2

Regain 1 sorcery point.

2

Cast a 1st-level spell from any school. You must expend a spell slot to cast the spell.

3

Regain one expended 1st-level spell slot.

 

Mark Of The Weave I Image

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