Sorcerer
Base Class: Sorcerer

Some magic-users learn their arts through years of training and interacting with the Weave, treating it as a test subject to be observed and experimented on. For High Magic sorcerers, the Weave is more like an old friend, one who gave them a shard of its power at birth and to whom it constantly whispers secret knowledge, giving them an almost instinctual understanding of the workings of magic.

High Magic

Your closeness to the Weave allows you to learn almost any arcane magic. When your Spellcasting feature lets you learn or replace a sorcerer spell, you can choose the new spell from the sorcerer spell list or the wizard spell list. You must still meet all the restrictions for selecting it. It counts as a sorcerer spell for you.

Infused Knowledge

The strand of the Weave that gives you power also grants you enhanced knowledge. Starting at 1st level, you know an additional number of spells equal to your proficiency bonus, 1 of which must be a cantrip.

Knowledge Overflowing

The font of magic within you connects you to the whole Weave, not just your class' small portion of it. Starting at 6th level, when you create a spell slot with your Flexible Casting, you can immediately expend it to cast a spell from any class' spell list, provided you meet all the necessary requirements (V, S, and M components, slot level). Any spell you cast this way counts as a sorcerer spell.

Arcane Insight

The secrets the Weave reveals to you allow you to make use of hidden synergies between spells from different classes. Starting at 14th level, when you use your action to cast a spell not on the sorcerer spell list, you can cast a sorcerer cantrip you know as a bonus action.

Scion of the Weave

Your relationship with the Weave has reached apotheosis, revealing the deepest secrets of magic to you. Starting at 18th level, you can use a bonus action to enter a state of connection with the Weave for 1 minute. While in this state, you glow with an internal light, shedding bright light in a 15-foot radius and dim light for an additional 15 feet, and arcane runes swirl around you, allowing you to fulfill the somatic components of spells even if you have no open hands. In addition, when you first enter this state, choose a number of spells equal to your Charisma modifier from any class' spell list, obeying any other restrictions for selecting them. While in this state, you know the chosen spells, which count as sorcerer spells for you.

Once you use this feature, you can't use it again until you either finish a long rest or spend 5 sorcery points.

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