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. |
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