Base Class: Sorcerer
The first Weavers were created by the goddess Mystra. Made with the purpose and thought to be connected to The Weave unlike any other. Where most sorcerers gain their power through their bodies being affected by outside sources, such as draconic bloodlines, interaction from gods and other planes, or even random chance, Weavers have the source of all magic fully ingrained into their being. Giving them control and a connection to magic unlike any other. You may have gained this connection from an ancestor that was once a Weaver forged by Mystra, created through arcane experimentation from other Weavers, or even made by those who found the secret to create them.
A Weaver is seen as an arcane wonder. Often leading many to hone their skills and innate understanding of magic to great degrees. Making them excellent teachers of the arcane, great minds of magical discovery, or mighty spellcasters of the highest caliber.
In some worlds, Weavers set themselves into seats of great power. Leading their lands through their unparalleled control of magic and charisma.
Arcane Wrought
Your connection to the source of magic gives you greater access to its power and equally great understanding of it’s inner workings. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, you gain proficiency in the Arcana skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Weave Flux
Starting at 1st level, your spells cause small surges in The Weave that you can use to defend yourself. After you cast a sorcerer spell of 1st or higher, you can use your reaction to give disadvantage to attack rolls made against you or give yourself advantage on saving throws against a spell until the start of your next turn.
You can use this feature an amount of times equal to your proficiency modifier per long rest.
Sorcerous Power
At 6th level, when you use sorcery points for your Meta Magic feature, you can reduce the cost by 1 (to a minimum of 0) an amount of times equal to your Charisma modifier per long rest.
Additionally, If you roll a 1 or 2 on the damage roll of a sorcerer cantrip, you may reroll the damage die and must use the new result. Even if it is 1 or 2.
Magical Sight
At 6th level, your connection to the arcane allows you to sense magic around you constantly. You are always under the effect of the Detect Magic spell.
Weave Walker
Starting at 14th level, you can mesh with The Weave and travel through it’s thread. As part of your movement, you can teleport to a destination you can see within 30ft of you. If the destination is in mid air, you stay aloft until the end of your next turn.
Conduit of Arcanum
At 18th level, you can use your action to allow The Weave to fully flow through you. Giving you the following benefits for the next 10 minutes:
- The first time a creature of your choice starts their turn within 60ft of you they must make a Charisma saving throw against your spell save DC. On a fail, they cannot cast spells for one minute. Repeating the save at the end of each of their turns.
- You can use your Weave Flux feature even if you have no uses remaining. Additionally, it does not require a reaction to give yourself advantage on spell saving throws.
- When you succeed on a saving throw against a spell, you regain a number of sorcerery points equal to half (rounded down) the spell's level.
Once you use this feature, you cannot use it again until you finish a long rest.
Comments