Base Class: Sorcerer
Every magic user can shape the Weave of magic to a certain
extent; after all, that is how spells are cast. You, however, have
a more direct understanding and approach of this Weave
than others. Where others just shape and bend the Weave,
you thread it through your weapons. Maybe your special
ability stems from some kind of relation in your bloodline
with a powerful entity, perhaps even the goddess Mystra
herself, or similar gods of magic and the Weave. Alternatively,
it might come from being born or experiencing a life
changing event in a compact knitted place and time in the
Weave, maybe even in a tear of magic. Whatever the case, the
magic of the Weave permeates your being.
As a Sorcerer of the Weave you are using weapons as
needles to thread the Weave of magic directly into your
enemies, a master of fusing magic and martial combat,
combining spell and steel into a single entity.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Threading the Needle
At 14th level, you can tear through the Weave of magic, using
it to seamlessly travel through space.
Once per turn, when you make a weapon attack with a
tethered weapon, you can use one sorcery point to teleport up
to 30 feet to an unoccupied space you can see as part of the
attack. You can use this ability before or after you make the
weapon attack. Alternatively, you can use a bonus action and
spend one sorcery point to teleport to a tethered weapon that
is within 120 feet of you, grabbing hold of it.
Unravel
Beginning at 18th level, your command over the Weave
becomes potent enough to wield your tethered weapons
through the threads of magic. You can control these threads
to unleash a storm of steel and spell onto your enemies.
As an action, you can spend 5 sorcery points to create a
highly interwoven 30-foot-radius sphere of magic centered on
yourself. You can move your tethered weapons freely within
this sphere to make one melee weapon attack with each
tethered weapon. When you hit a creature with these attacks
the creature takes an extra 2d6 damage. You can choose the
damage type for the extra damage from any sorcerer spell
you know that is eligible for weaving magic.
At the end of this action, you can choose to wield any
tethered weapon if possible, wear it in any way or let it fall
harmlessly on the ground.
Weapon Manipulation
You can move your weapons in a 20 feet radius launching or attacking with them
The Right Needle for the Job
At 1st level, you learn a ritual that creates a magical tether
between yourself and one simple or martial melee weapon.
You perform the ritual over the course of 1 hour, which can be
done during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which you
touch the weapon and weave the tether, so it becomes your
needle for weaving magic. You can have a maximum number
of tethered weapons equal to your proficiency bonus. If you
attempt to tether an additional weapon, you must break the
tether with one of the others.
Precise Threading.
You are proficient with your tethered
weapons. When you attack with a tethered weapon, you can
use your Charisma modifier, instead of Strength or Dexterity,
for the attack and damage rolls. You can use any tethered
weapon as a spellcasting focus for your sorcerer spells.
Shielding Weave:
You can twist and twine the threads of
the Weave to create a magical warding fabric for yourself.
While wielding a tethered weapon and not wearing any armor
or any shield, your Armor Class equals 10 + your Dexterity
modifier + your Charisma modifier.
Ordinary Weaving. .
Ordinary Weaving. You gain proficiency with Weaver’s
Tools.
Weave Magic
At 1st level, when you cast a spell, you can choose to weave it
into a tethered weapon, thus storing its energy, instead of it
having an immediate effect. When you hit a creature with a
weapon attack that has a spell woven into it, you can choose
to release the spell on your target which suffers its full effect
without making an additional attack roll or saving throw.
To be eligible, a spell must have a casting time of an action
or a bonus action and target a single creature or a single
point of origin for an area of effect. (If the spell is capable of
targeting more than one creature you can only target the
creature that you hit with the tethered weapon attack.)
Spells that affect an area have its point of origin centered
on the creature hit with the tethered weapon attack. Every
other creature in range of the effect, except for yourself,
suffers the effects of the woven spell as normal. You
automatically succeed on a saving throws against that spell,
and take no damage if you would normally take half damage
on a successful save.
Each tethered weapon can hold only a single spell at a time.
It lasts indefinitely but vanishes harmlessly if you are
incapacitated or at the end of a long rest. At 1st level, you can
only weave cantrips with this feature. This feature gets
expanded when you reach 6th level.
Origin Spells
Starting at 1st level, your understanding of weaving spells
into weapons enhances your knowledge of spells that support
this battle style. You learn an additional spell when you reach
certain levels in this class, as shown on the table below. The
spell counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know. These spells
can’t be replaced when you gain a level in this class.
Weave Greater Magic
When you reach 6th level, you may also weave higher level
spells than cantrips into your tethered weapons. Weaving a
higher level spell into a tethered weapon obliges the same
rules as normal but costs sorcery points equal to the spells
level.
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