Sorcerer
Base Class: Sorcerer

Weaveborne are sorcerers whose experience with the magic that lingers between the borders of their realm and the space outside it has torn holes in their minds through which threads of the Weave flow. As such, they can learn to supernaturally sense and manipulate magic, but as compensation their minds and thoughts grow peculiar when compared to that of an average person. Choose one of the peculiarities or roll on the table below to determine your unique quirk. (also, feel free to come up with one on your own if you feel none of these fit your character idea).

Weaveborne Peculiarity

d6 Peculiarity

1

You have difficulty performing simple tasks such as opening doors.

2

You speak to your focus instead of directly to other people.

3

You gather and buy random objects that strike your fancy, with no regard to the size of your coin pouch, or the room in your pack.

4

You speak in third person.

5

You treat inanimate objects as people, such as asking a chair's permission before sitting in it.

6

You have never, and will never, tell anyone your real name.

Woven Magic

You learn additional spells when you reach certain levels in this class, as shown on the Woven Spells table. Each 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.

Woven Spells  
Sorcerer Level Spells
1st Detect Magic, Absorb Elements
3rd See Invisibility, Locate Object
5th Counterspell, Dispel Magic
7th Divination, Locate Creature
9th Awaken, Wall of Force

Knot in the Weave

At 1st level, you can gain a modicum of control of the weave within 30 feet of you which has no regard to physical barriers, called your knot. Within this area of control, you can sense magical presences. As an action, you can extend your awareness to locate and identify a number of spells or enchantments equal to your proficiency bonus within your knot. This feature gains additional abilities at 6th, 14th, and 18th levels, as well as increasing its range.

Warping Influence

Starting at 6th level, your influence over the weave expands to 60ft. In addition, when a creature within your knot casts a spell for which you have spell slots, you can use your reaction to apply one of your metamagic options to that spell. The creature can choose to resist this by making a charisma saving throw against your spell save DC. You can use this new ability an amount of times equal to your proficiency bonus. You regain spent uses on a long rest.

Infused with Magic

Beginning at 6th level, the channels of magic that cut through your mind make you resilient to outside influence. You have advantage on Intelligence, Wisdom and Charisma saving throws against spells and other magical effects.

Woven Node

At 14th level, your influence increases to 90ft, and you now automatically know if a spell or enchantment is within your knot without using an action. In addition, you can detect instantly if a spell has been cast within your influence, and can use your reaction to force the caster to make a charisma saving throw. The caster of the spell gains advantage on this save if the level of the spell cast is higher than the max level spell you can cast. On a fail, you absorb the spell and gain an amount of sorcery points equal to the amount required to create a spell slot of that level. (if the spell is 6th level or higher, you gain an amount of sorcery points equal to 7 + 2 per level of the spell greater than 5th.). If you would gain more sorcery points than your maximum, the excess points are converted into temporary hp. On a success, the spell will include you in its effect, even if it would not normally do so (for example, if you fail to absorb a fireball, you would be required to make the save against the spell even if you weren't within the radius of the explosion). You can only use this ability once per long rest.

Weaver of the Weave

Beginning at 18th level, your influence over the weave increases to 120ft. Your ability to use metamagic options on spells cast within your range now no longer require a reaction, and metamagic options used with this feature are decreased in cost by one point. 

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