I created this subclass to be the "generic" subclass for sorcerers in the same way Lore Bards, Berserk Barbarians, and Champion Fighters are. Each of their features just crank what they can already do up to 11.
Those whose souls have been altered by the weave itself have a much deeper connection to magic than any other. Some have had their essence tampered with by a mad wizard. Others have been in magic accidents they shouldn’t have survived. In any case, both you and your magic are now inseparable. Your connection allows you to sense the very magic around and gives you a better understanding of magic. You are magic, magic is you. All of magic is yours for the taking.
Weave Spells
You learn additional spells when you reach certain levels in this class, as shown on the Weave 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.
Choose two spell schools. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell from one of the chosen spell schools and from the sorcerer, warlock, or wizard spell list.
Weave Spells
Sorcerer Level
Spells
1st
Mage Armor, Magic Missile
3rd
Levitate, Magic Weapon
5th
Counterspell, Fly
7th
Arcane Eye, Banishment
9th
Telekinesis, Wall of Force
Additionally, you gain an additional cantrip of your choice from the sorcerer spell list that deals damage. The cantrip’s damage type changes to force damage.
Conduit of the Weave
Starting at 1st level, you can use your body as a spellcasting focus for your sorcerer spell, and you gain a bonus to arcana checks equal to your charisma modifier (minimum of +1).
Additionally, you can also cast Detect Magic at will, without expending a spell slot.
Arcane Body
At 6th level, you gain an additional metamagic of your choice, and another one at 14th level.
Additionally, you gain an additional number of sorcery points equal to your proficiency bonus.
Metamastery
At 14th level, you can apply two metamagics to a spell instead of one. You must expend the appropriate number of sorcery points for both metamagics.
Inner Power
At 18th level, as a bonus action, you can become one with the weave. This form lasts for 1 minute and ends early if you are incapacitated or choose to end it early as a bonus action. While you are in this form, you gain the following benefits:
-You have advantage on spellcasting checks and saving throws against spells.
-You gain a feet flying speed equal to your walking speed.
-You gain access to all metamagics.
-The cost of metamagics is decreased by 1 (minimum of 1).
Once you use this feature, you cannot use it again until you finish a long rest or until you expend 6 sorcery points to use it again.
Here are some other features that I thought of for the 14th level feature:
Maximized Metamagic
By 14th level, you are capable of pushing your metamagic past its peak. When you use your metamagic, you can amplify it in the following way:
-Careful Spell. Each chosen creature takes no damage from the spell.
-Distant Spell. The range is quadrupled instead of doubled, and touch spells can be used at range of 60 feet.
-Empowered Spell. Instead of rerolling dice, the chosen dice deal maximum damage.
-Extended Spell. The duration of the spell is tripled, up to a maximum of 24 hours.
-Heightened Spell. The spell's saving throw changes to one of your choice.
-Quickened Spell. You can add an additional metamagic to the spell.
-Seeking Spell. You roll two d20's and use the higher roll.
-Subtle Spell. You can add an additional metamagic to the spell.
-Transmute Spell. The spell deals any damage type of your choice that isn't bludgeoning, piercing, or slashing.
-Twinned Spell. You can add an additional metamagic to the spell.
You can use this feature a number of times equal to your charisma modifier (minimum of once) and regain all expended uses once you finish a long rest.
Magical Vitality
At 14th level, your life force can be used to enhance your spells. When you expend sorcery points to use your metamagic, you can instead spend a number of Hit Dice equal to the cost of the metamagic.
Some other things I've thought of, but couldn't figure out how to implement were allowing them to change a spell's damage to force and how to allow them to recover sorcery points outside of a long rest without stepping on the 20th level feature's or the bloodwell vial's toes.
I created this subclass to be the "generic" subclass for sorcerers in the same way Lore Bards, Berserk Barbarians, and Champion Fighters are. Each of their features just crank what they can already do up to 11.
Those whose souls have been altered by the weave itself have a much deeper connection to magic than any other. Some have had their essence tampered with by a mad wizard. Others have been in magic accidents they shouldn’t have survived. In any case, both you and your magic are now inseparable. Your connection allows you to sense the very magic around and gives you a better understanding of magic. You are magic, magic is you. All of magic is yours for the taking.
Weave Spells
You learn additional spells when you reach certain levels in this class, as shown on the Weave 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.
Choose two spell schools. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell from one of the chosen spell schools and from the sorcerer, warlock, or wizard spell list.
Weave Spells
Additionally, you gain an additional cantrip of your choice from the sorcerer spell list that deals damage. The cantrip’s damage type changes to force damage.
Conduit of the Weave
Starting at 1st level, you can use your body as a spellcasting focus for your sorcerer spell, and you gain a bonus to arcana checks equal to your charisma modifier (minimum of +1).
Additionally, you can also cast Detect Magic at will, without expending a spell slot.
Arcane Body
At 6th level, you gain an additional metamagic of your choice, and another one at 14th level.
Additionally, you gain an additional number of sorcery points equal to your proficiency bonus.
Metamastery
At 14th level, you can apply two metamagics to a spell instead of one. You must expend the appropriate number of sorcery points for both metamagics.
Inner Power
At 18th level, as a bonus action, you can become one with the weave. This form lasts for 1 minute and ends early if you are incapacitated or choose to end it early as a bonus action. While you are in this form, you gain the following benefits:
-You have advantage on spellcasting checks and saving throws against spells.
-You gain a feet flying speed equal to your walking speed.
-You gain access to all metamagics.
-The cost of metamagics is decreased by 1 (minimum of 1).
Once you use this feature, you cannot use it again until you finish a long rest or until you expend 6 sorcery points to use it again.
Here are some other features that I thought of for the 14th level feature:
Maximized Metamagic
By 14th level, you are capable of pushing your metamagic past its peak. When you use your metamagic, you can amplify it in the following way:
-Careful Spell. Each chosen creature takes no damage from the spell.
-Distant Spell. The range is quadrupled instead of doubled, and touch spells can be used at range of 60 feet.
-Empowered Spell. Instead of rerolling dice, the chosen dice deal maximum damage.
-Extended Spell. The duration of the spell is tripled, up to a maximum of 24 hours.
-Heightened Spell. The spell's saving throw changes to one of your choice.
-Quickened Spell. You can add an additional metamagic to the spell.
-Seeking Spell. You roll two d20's and use the higher roll.
-Subtle Spell. You can add an additional metamagic to the spell.
-Transmute Spell. The spell deals any damage type of your choice that isn't bludgeoning, piercing, or slashing.
-Twinned Spell. You can add an additional metamagic to the spell.
You can use this feature a number of times equal to your charisma modifier (minimum of once) and regain all expended uses once you finish a long rest.
Magical Vitality
At 14th level, your life force can be used to enhance your spells. When you expend sorcery points to use your metamagic, you can instead spend a number of Hit Dice equal to the cost of the metamagic.
Some other things I've thought of, but couldn't figure out how to implement were allowing them to change a spell's damage to force and how to allow them to recover sorcery points outside of a long rest without stepping on the 20th level feature's or the bloodwell vial's toes.